Summary:
A note for our new algorithm for IoU of oriented 3D boxes. It includes
* A description of the algorithm
* A comparison with Objectron
Reviewed By: nikhilaravi
Differential Revision: D31288066
fbshipit-source-id: 0ea8da887bc5810bf4a3e0848223dd3590df1538
Summary: This diff updates the documentation and tutorials with information about the new pulsar backend. For more information about the pulsar backend, see the release notes and the paper (https://arxiv.org/abs/2004.07484). For information on how to use the backend, see the point cloud rendering notebook and the examples in the folder docs/examples.
Reviewed By: nikhilaravi
Differential Revision: D24498129
fbshipit-source-id: e312b0169a72b13590df6e4db36bfe6190d742f9
Summary: Add markdown note explaining why PyTorch3D has plotly visualizations, examples, and how to save these visualizations as an image.
Reviewed By: nikhilaravi
Differential Revision: D23976283
fbshipit-source-id: cbbaffd1f0ebe3466841e42fdb454d85773152cd
Summary:
- Added sbranson's fit mesh tutorial to the website
- Updated rendering docs with info about texturing and new shader types.
TODO:
- add pointcloud rendering tutorial to the website as well (https://github.com/facebookresearch/pytorch3d/blob/master/docs/tutorials/render_colored_points.ipynb)
- docs for camera
- update some tutorials which depended on the Textures from structures.
Reviewed By: gkioxari
Differential Revision: D23143977
fbshipit-source-id: 6843c9bf3ce11115c459c64da5b0ad778dc92177
Summary:
Fix a bug which resulted in a rendering artifacts if the image size was not a multiple of 16.
Fix: Revert coarse rasterization to original implementation and only update fine rasterization to reverse the ordering of Y and X axis. This is much simpler than the previous approach!
Additional changes:
- updated mesh rendering end-end tests to check outputs from both naive and coarse to fine rasterization.
- added pointcloud rendering end-end tests
Reviewed By: gkioxari
Differential Revision: D21102725
fbshipit-source-id: 2e7e1b013dd6dd12b3a00b79eb8167deddb2e89a
Summary:
Applying the changes added for mesh rasterization to ensure that +Y is up and +X is left so that the coordinate system is right handed.
Also updated the diagram in the docs to indicate that (0,0) is in the top left hand corner.
Reviewed By: gkioxari
Differential Revision: D20394849
fbshipit-source-id: cfb7c79090eb1f55ad38b92327a74a70a8dc541e
Summary:
## Updates
- Defined the world and camera coordinates according to this figure. The world coordinates are defined as having +Y up, +X left and +Z in.
{F230888499}
- Removed all flipping from blending functions.
- Updated the rasterizer to return images with +Y up and +X left.
- Updated all the mesh rasterizer tests
- The expected values are now defined in terms of the default +Y up, +X left
- Added tests where the triangles in the meshes are non symmetrical so that it is clear which direction +X and +Y are
## Questions:
- Should we have **scene settings** instead of raster settings?
- To be more correct we should be [z clipping in the rasterizer based on the far/near clipping planes](https://github.com/ShichenLiu/SoftRas/blob/master/soft_renderer/cuda/soft_rasterize_cuda_kernel.cu#L400) - these values are also required in the blending functions so should we make these scene level parameters and have a scene settings tuple which is available to the rasterizer and shader?
Reviewed By: gkioxari
Differential Revision: D20208604
fbshipit-source-id: 55787301b1bffa0afa9618f0a0886cc681da51f3
Summary:
Set up landing page, docs page, and html versions of the ipython notebook tutorials.
Pull Request resolved: https://github.com/fairinternal/pytorch3d/pull/11
Reviewed By: gkioxari
Differential Revision: D19730380
Pulled By: nikhilaravi
fbshipit-source-id: 5df8d3f2ac2f8dce4d51f5d14fc336508c2fd0ea