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Fix spelling of "Gouraud"
Summary: Fix spelling of *Gouraud* in [Gouraud shading](https://en.wikipedia.org/wiki/Gouraud_shading). Reviewed By: nikhilaravi Differential Revision: D19943547 fbshipit-source-id: 5c016b7b051a7b33a7b68ed5303b642d9e834bbd
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@@ -18,16 +18,16 @@ from .lighting import DirectionalLights, PointLights, diffuse, specular
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from .materials import Materials
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from .mesh import (
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HardFlatShader,
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HardGouradShader,
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HardGouraudShader,
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HardPhongShader,
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MeshRasterizer,
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MeshRenderer,
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RasterizationSettings,
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SoftGouradShader,
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SoftGouraudShader,
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SoftPhongShader,
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SoftSilhouetteShader,
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TexturedSoftPhongShader,
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gourad_shading,
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gouraud_shading,
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interpolate_face_attributes,
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interpolate_texture_map,
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interpolate_vertex_colors,
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@@ -5,14 +5,14 @@ from .rasterizer import MeshRasterizer, RasterizationSettings
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from .renderer import MeshRenderer
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from .shader import (
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HardFlatShader,
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HardGouradShader,
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HardGouraudShader,
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HardPhongShader,
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SoftGouradShader,
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SoftGouraudShader,
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SoftPhongShader,
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SoftSilhouetteShader,
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TexturedSoftPhongShader,
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)
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from .shading import gourad_shading, phong_shading
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from .shading import gouraud_shading, phong_shading
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from .texturing import ( # isort: skip
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interpolate_face_attributes,
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interpolate_texture_map,
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@@ -14,7 +14,7 @@ from ..blending import (
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from ..cameras import OpenGLPerspectiveCameras
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from ..lighting import PointLights
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from ..materials import Materials
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from .shading import flat_shading, gourad_shading, phong_shading
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from .shading import flat_shading, gouraud_shading, phong_shading
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from .texturing import interpolate_texture_map, interpolate_vertex_colors
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# A Shader should take as input fragments from the output of rasterization
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@@ -126,7 +126,7 @@ class SoftPhongShader(nn.Module):
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return images
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class HardGouradShader(nn.Module):
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class HardGouraudShader(nn.Module):
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"""
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Per vertex lighting - the lighting model is applied to the vertex colors and
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the colors are then interpolated using the barycentric coordinates to
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@@ -138,7 +138,7 @@ class HardGouradShader(nn.Module):
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.. code-block::
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shader = HardGouradShader(device=torch.device("cuda:0"))
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shader = HardGouraudShader(device=torch.device("cuda:0"))
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"""
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def __init__(self, device="cpu", cameras=None, lights=None, materials=None):
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@@ -159,7 +159,7 @@ class HardGouradShader(nn.Module):
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cameras = kwargs.get("cameras", self.cameras)
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lights = kwargs.get("lights", self.lights)
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materials = kwargs.get("materials", self.materials)
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pixel_colors = gourad_shading(
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pixel_colors = gouraud_shading(
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meshes=meshes,
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fragments=fragments,
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lights=lights,
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@@ -170,7 +170,7 @@ class HardGouradShader(nn.Module):
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return images
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class SoftGouradShader(nn.Module):
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class SoftGouraudShader(nn.Module):
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"""
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Per vertex lighting - the lighting model is applied to the vertex colors and
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the colors are then interpolated using the barycentric coordinates to
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@@ -182,7 +182,7 @@ class SoftGouradShader(nn.Module):
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.. code-block::
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shader = SoftGouradShader(device=torch.device("cuda:0"))
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shader = SoftGouraudShader(device=torch.device("cuda:0"))
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"""
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def __init__(
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@@ -213,7 +213,7 @@ class SoftGouradShader(nn.Module):
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cameras = kwargs.get("cameras", self.cameras)
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lights = kwargs.get("lights", self.lights)
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materials = kwargs.get("materials", self.materials)
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pixel_colors = gourad_shading(
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pixel_colors = gouraud_shading(
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meshes=meshes,
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fragments=fragments,
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lights=lights,
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@@ -79,7 +79,7 @@ def phong_shading(
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return colors
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def gourad_shading(
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def gouraud_shading(
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meshes, fragments, lights, cameras, materials
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) -> torch.Tensor:
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"""
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