Increase code coverage of shader

Summary: Increase code coverage of shader and re-include them in code coverage test

Reviewed By: nikhilaravi

Differential Revision: D29097503

fbshipit-source-id: 2791989ee1562cfa193f3addea0ce72d6840614a
This commit is contained in:
Patrick Labatut 2021-06-17 01:34:49 -07:00 committed by Facebook GitHub Bot
parent c75ca04cf7
commit a8610e9da4
2 changed files with 104 additions and 12 deletions

View File

@ -26,7 +26,7 @@ from .shading import flat_shading, gouraud_shading, phong_shading
# - blend colors across top K faces per pixel.
class HardPhongShader(nn.Module): # pragma: no cover
class HardPhongShader(nn.Module):
"""
Per pixel lighting - the lighting model is applied using the interpolated
coordinates and normals for each pixel. The blending function hard assigns
@ -58,7 +58,8 @@ class HardPhongShader(nn.Module): # pragma: no cover
def to(self, device: Device):
# Manually move to device modules which are not subclasses of nn.Module
self.cameras = self.cameras.to(device)
if self.cameras is not None:
self.cameras = self.cameras.to(device)
self.materials = self.materials.to(device)
self.lights = self.lights.to(device)
return self
@ -86,7 +87,7 @@ class HardPhongShader(nn.Module): # pragma: no cover
return images
class SoftPhongShader(nn.Module): # pragma: no cover
class SoftPhongShader(nn.Module):
"""
Per pixel lighting - the lighting model is applied using the interpolated
coordinates and normals for each pixel. The blending function returns the
@ -118,7 +119,8 @@ class SoftPhongShader(nn.Module): # pragma: no cover
def to(self, device: Device):
# Manually move to device modules which are not subclasses of nn.Module
self.cameras = self.cameras.to(device)
if self.cameras is not None:
self.cameras = self.cameras.to(device)
self.materials = self.materials.to(device)
self.lights = self.lights.to(device)
return self
@ -150,7 +152,7 @@ class SoftPhongShader(nn.Module): # pragma: no cover
return images
class HardGouraudShader(nn.Module): # pragma: no cover
class HardGouraudShader(nn.Module):
"""
Per vertex lighting - the lighting model is applied to the vertex colors and
the colors are then interpolated using the barycentric coordinates to
@ -183,7 +185,8 @@ class HardGouraudShader(nn.Module): # pragma: no cover
def to(self, device: Device):
# Manually move to device modules which are not subclasses of nn.Module
self.cameras = self.cameras.to(device)
if self.cameras is not None:
self.cameras = self.cameras.to(device)
self.materials = self.materials.to(device)
self.lights = self.lights.to(device)
return self
@ -214,7 +217,7 @@ class HardGouraudShader(nn.Module): # pragma: no cover
return images
class SoftGouraudShader(nn.Module): # pragma: no cover
class SoftGouraudShader(nn.Module):
"""
Per vertex lighting - the lighting model is applied to the vertex colors and
the colors are then interpolated using the barycentric coordinates to
@ -247,7 +250,8 @@ class SoftGouraudShader(nn.Module): # pragma: no cover
def to(self, device: Device):
# Manually move to device modules which are not subclasses of nn.Module
self.cameras = self.cameras.to(device)
if self.cameras is not None:
self.cameras = self.cameras.to(device)
self.materials = self.materials.to(device)
self.lights = self.lights.to(device)
return self
@ -277,7 +281,7 @@ class SoftGouraudShader(nn.Module): # pragma: no cover
def TexturedSoftPhongShader(
device: Device = "cpu", cameras=None, lights=None, materials=None, blend_params=None
): # pragma: no cover
):
"""
TexturedSoftPhongShader class has been DEPRECATED. Use SoftPhongShader instead.
Preserving TexturedSoftPhongShader as a function for backwards compatibility.
@ -296,7 +300,7 @@ def TexturedSoftPhongShader(
)
class HardFlatShader(nn.Module): # pragma: no cover
class HardFlatShader(nn.Module):
"""
Per face lighting - the lighting model is applied using the average face
position and the face normal. The blending function hard assigns
@ -328,7 +332,8 @@ class HardFlatShader(nn.Module): # pragma: no cover
def to(self, device: Device):
# Manually move to device modules which are not subclasses of nn.Module
self.cameras = self.cameras.to(device)
if self.cameras is not None:
self.cameras = self.cameras.to(device)
self.materials = self.materials.to(device)
self.lights = self.lights.to(device)
return self
@ -355,7 +360,7 @@ class HardFlatShader(nn.Module): # pragma: no cover
return images
class SoftSilhouetteShader(nn.Module): # pragma: no cover
class SoftSilhouetteShader(nn.Module):
"""
Calculate the silhouette by blending the top K faces for each pixel based
on the 2d euclidean distance of the center of the pixel to the mesh face.

87
tests/test_shader.py Normal file
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@ -0,0 +1,87 @@
# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
import unittest
import torch
from common_testing import TestCaseMixin
from pytorch3d.renderer.cameras import (
look_at_view_transform,
PerspectiveCameras,
)
from pytorch3d.renderer.mesh.rasterizer import Fragments
from pytorch3d.renderer.mesh.shader import (
HardFlatShader,
HardGouraudShader,
HardPhongShader,
SoftPhongShader,
)
from pytorch3d.structures.meshes import Meshes
class TestShader(TestCaseMixin, unittest.TestCase):
def test_to(self):
cpu_device = torch.device("cpu")
cuda_device = torch.device("cuda")
R, T = look_at_view_transform()
shader_classes = [
HardFlatShader,
HardGouraudShader,
HardPhongShader,
SoftPhongShader,
]
for shader_class in shader_classes:
for cameras_class in (None, PerspectiveCameras):
if cameras_class is None:
cameras = None
else:
cameras = PerspectiveCameras(device=cpu_device, R=R, T=T)
cpu_shader = shader_class(device=cpu_device, cameras=cameras)
if cameras is None:
self.assertIsNone(cpu_shader.cameras)
else:
self.assertEqual(cpu_device, cpu_shader.cameras.device)
self.assertEqual(cpu_device, cpu_shader.materials.device)
self.assertEqual(cpu_device, cpu_shader.lights.device)
cuda_shader = cpu_shader.to(cuda_device)
self.assertIs(cpu_shader, cuda_shader)
if cameras is None:
self.assertIsNone(cuda_shader.cameras)
else:
self.assertEqual(cuda_device, cuda_shader.cameras.device)
self.assertEqual(cuda_device, cuda_shader.materials.device)
self.assertEqual(cuda_device, cuda_shader.lights.device)
def test_cameras_check(self):
verts = torch.tensor(
[[-1, -1, 0], [1, -1, 1], [1, 1, 0], [-1, 1, 1]], dtype=torch.float32
)
faces = torch.tensor([[0, 1, 2], [2, 3, 0]], dtype=torch.int64)
meshes = Meshes(verts=[verts], faces=[faces])
pix_to_face = torch.tensor([0, 1], dtype=torch.int64).view(1, 1, 1, 2)
barycentric_coords = torch.tensor(
[[0.1, 0.2, 0.7], [0.3, 0.5, 0.2]], dtype=torch.float32
).view(1, 1, 1, 2, -1)
fragments = Fragments(
pix_to_face=pix_to_face,
bary_coords=barycentric_coords,
zbuf=torch.ones_like(pix_to_face),
dists=torch.ones_like(pix_to_face),
)
shader_classes = [
HardFlatShader,
HardGouraudShader,
HardPhongShader,
SoftPhongShader,
]
for shader_class in shader_classes:
shader = shader_class()
with self.assertRaises(ValueError):
shader(fragments, meshes)