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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
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@ -26,7 +26,7 @@ from .shading import flat_shading, gouraud_shading, phong_shading
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# - blend colors across top K faces per pixel.
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class HardPhongShader(nn.Module): # pragma: no cover
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class HardPhongShader(nn.Module):
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"""
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Per pixel lighting - the lighting model is applied using the interpolated
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coordinates and normals for each pixel. The blending function hard assigns
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@ -58,7 +58,8 @@ class HardPhongShader(nn.Module): # pragma: no cover
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def to(self, device: Device):
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# Manually move to device modules which are not subclasses of nn.Module
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self.cameras = self.cameras.to(device)
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if self.cameras is not None:
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self.cameras = self.cameras.to(device)
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self.materials = self.materials.to(device)
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self.lights = self.lights.to(device)
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return self
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@ -86,7 +87,7 @@ class HardPhongShader(nn.Module): # pragma: no cover
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return images
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class SoftPhongShader(nn.Module): # pragma: no cover
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class SoftPhongShader(nn.Module):
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"""
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Per pixel lighting - the lighting model is applied using the interpolated
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coordinates and normals for each pixel. The blending function returns the
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@ -118,7 +119,8 @@ class SoftPhongShader(nn.Module): # pragma: no cover
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def to(self, device: Device):
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# Manually move to device modules which are not subclasses of nn.Module
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self.cameras = self.cameras.to(device)
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if self.cameras is not None:
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self.cameras = self.cameras.to(device)
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self.materials = self.materials.to(device)
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self.lights = self.lights.to(device)
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return self
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@ -150,7 +152,7 @@ class SoftPhongShader(nn.Module): # pragma: no cover
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return images
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class HardGouraudShader(nn.Module): # pragma: no cover
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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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@ -183,7 +185,8 @@ class HardGouraudShader(nn.Module): # pragma: no cover
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def to(self, device: Device):
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# Manually move to device modules which are not subclasses of nn.Module
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self.cameras = self.cameras.to(device)
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if self.cameras is not None:
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self.cameras = self.cameras.to(device)
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self.materials = self.materials.to(device)
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self.lights = self.lights.to(device)
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return self
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@ -214,7 +217,7 @@ class HardGouraudShader(nn.Module): # pragma: no cover
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return images
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class SoftGouraudShader(nn.Module): # pragma: no cover
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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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@ -247,7 +250,8 @@ class SoftGouraudShader(nn.Module): # pragma: no cover
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def to(self, device: Device):
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# Manually move to device modules which are not subclasses of nn.Module
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self.cameras = self.cameras.to(device)
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if self.cameras is not None:
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self.cameras = self.cameras.to(device)
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self.materials = self.materials.to(device)
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self.lights = self.lights.to(device)
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return self
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@ -277,7 +281,7 @@ class SoftGouraudShader(nn.Module): # pragma: no cover
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def TexturedSoftPhongShader(
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device: Device = "cpu", cameras=None, lights=None, materials=None, blend_params=None
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): # pragma: no cover
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):
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"""
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TexturedSoftPhongShader class has been DEPRECATED. Use SoftPhongShader instead.
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Preserving TexturedSoftPhongShader as a function for backwards compatibility.
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@ -296,7 +300,7 @@ def TexturedSoftPhongShader(
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)
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class HardFlatShader(nn.Module): # pragma: no cover
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class HardFlatShader(nn.Module):
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"""
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Per face lighting - the lighting model is applied using the average face
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position and the face normal. The blending function hard assigns
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@ -328,7 +332,8 @@ class HardFlatShader(nn.Module): # pragma: no cover
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def to(self, device: Device):
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# Manually move to device modules which are not subclasses of nn.Module
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self.cameras = self.cameras.to(device)
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if self.cameras is not None:
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self.cameras = self.cameras.to(device)
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self.materials = self.materials.to(device)
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self.lights = self.lights.to(device)
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return self
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@ -355,7 +360,7 @@ class HardFlatShader(nn.Module): # pragma: no cover
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return images
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class SoftSilhouetteShader(nn.Module): # pragma: no cover
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class SoftSilhouetteShader(nn.Module):
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"""
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Calculate the silhouette by blending the top K faces for each pixel based
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on the 2d euclidean distance of the center of the pixel to the mesh face.
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87
tests/test_shader.py
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87
tests/test_shader.py
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@ -0,0 +1,87 @@
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# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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import unittest
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import torch
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from common_testing import TestCaseMixin
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from pytorch3d.renderer.cameras import (
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look_at_view_transform,
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PerspectiveCameras,
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)
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from pytorch3d.renderer.mesh.rasterizer import Fragments
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from pytorch3d.renderer.mesh.shader import (
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HardFlatShader,
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HardGouraudShader,
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HardPhongShader,
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SoftPhongShader,
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)
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from pytorch3d.structures.meshes import Meshes
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class TestShader(TestCaseMixin, unittest.TestCase):
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def test_to(self):
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cpu_device = torch.device("cpu")
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cuda_device = torch.device("cuda")
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R, T = look_at_view_transform()
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shader_classes = [
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HardFlatShader,
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HardGouraudShader,
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HardPhongShader,
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SoftPhongShader,
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]
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for shader_class in shader_classes:
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for cameras_class in (None, PerspectiveCameras):
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if cameras_class is None:
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cameras = None
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else:
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cameras = PerspectiveCameras(device=cpu_device, R=R, T=T)
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cpu_shader = shader_class(device=cpu_device, cameras=cameras)
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if cameras is None:
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self.assertIsNone(cpu_shader.cameras)
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else:
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self.assertEqual(cpu_device, cpu_shader.cameras.device)
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self.assertEqual(cpu_device, cpu_shader.materials.device)
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self.assertEqual(cpu_device, cpu_shader.lights.device)
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cuda_shader = cpu_shader.to(cuda_device)
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self.assertIs(cpu_shader, cuda_shader)
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if cameras is None:
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self.assertIsNone(cuda_shader.cameras)
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else:
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self.assertEqual(cuda_device, cuda_shader.cameras.device)
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self.assertEqual(cuda_device, cuda_shader.materials.device)
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self.assertEqual(cuda_device, cuda_shader.lights.device)
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def test_cameras_check(self):
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verts = torch.tensor(
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[[-1, -1, 0], [1, -1, 1], [1, 1, 0], [-1, 1, 1]], dtype=torch.float32
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)
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faces = torch.tensor([[0, 1, 2], [2, 3, 0]], dtype=torch.int64)
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meshes = Meshes(verts=[verts], faces=[faces])
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pix_to_face = torch.tensor([0, 1], dtype=torch.int64).view(1, 1, 1, 2)
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barycentric_coords = torch.tensor(
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[[0.1, 0.2, 0.7], [0.3, 0.5, 0.2]], dtype=torch.float32
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).view(1, 1, 1, 2, -1)
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fragments = Fragments(
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pix_to_face=pix_to_face,
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bary_coords=barycentric_coords,
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zbuf=torch.ones_like(pix_to_face),
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dists=torch.ones_like(pix_to_face),
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)
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shader_classes = [
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HardFlatShader,
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HardGouraudShader,
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HardPhongShader,
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SoftPhongShader,
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]
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for shader_class in shader_classes:
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shader = shader_class()
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with self.assertRaises(ValueError):
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shader(fragments, meshes)
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