42 Commits

Author SHA1 Message Date
YangHai
55638f3bae Support reading uv and uv map for ply format if texture_uv exists in ply file (#1100)
Summary:
When the ply format looks as follows:
  ```
comment TextureFile ***.png
element vertex 892
property double x
property double y
property double z
property double nx
property double ny
property double nz
property double texture_u
property double texture_v
```
`MeshPlyFormat` class will read uv from the ply file and read the uv map as commented as TextureFile.

Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/1100

Reviewed By: MichaelRamamonjisoa

Differential Revision: D50885176

Pulled By: bottler

fbshipit-source-id: be75b1ec9a17a1ed87dbcf846a9072ea967aec37
2023-11-14 07:44:14 -08:00
Jiali Duan
850efdf706 Python marching cubes improvements
Summary: Overhaul of marching_cubes_naive for better performance and to avoid relying on unstable hashing. In particular, instead of hashing vertex positions, we index each interpolated vertex with its corresponding edge in the 3d grid.

Reviewed By: kjchalup

Differential Revision: D39419642

fbshipit-source-id: b5fede3525c545d1d374198928dfb216262f0ec0
2022-10-06 11:08:49 -07:00
Jiali Duan
d19e6243d0 Update Rasterizer and add end2end fisheye integration test
Summary:
1) Update rasterizer/point rasterizer to accommodate fisheyecamera. Specifically, transform_points is in placement of explicit transform compositions.

2) In rasterizer unittests, update corresponding tests for rasterizer and point_rasterizer. Address comments to test fisheye against perspective camera when distortions are turned off.

3) Address comments to add end2end test for fisheyecameras. In test_render_meshes, fisheyecameras are added to camera enuerations whenever possible.

4) Test renderings with fisheyecameras of different params on cow mesh.

5) Use compositions for linear cameras whenever possible.

Reviewed By: kjchalup

Differential Revision: D38932736

fbshipit-source-id: 5b7074fc001f2390f4cf43c7267a8b37fd987547
2022-08-31 16:50:41 -07:00
Jeremy Reizenstein
14bd5e28e8 provide cow dataset
Summary: Make a dummy single-scene dataset using the code from generate_cow_renders (used in existing NeRF tutorials)

Reviewed By: kjchalup

Differential Revision: D38116910

fbshipit-source-id: 8db6df7098aa221c81d392e5cd21b0e67f65bd70
2022-08-01 01:52:12 -07:00
Krzysztof Chalupka
cb49550486 Add MeshRasterizerOpenGL
Summary:
Adding MeshRasterizerOpenGL, a faster alternative to MeshRasterizer. The new rasterizer follows the ideas from "Differentiable Surface Rendering via non-Differentiable Sampling".

The new rasterizer 20x faster on a 2M face mesh (try pose optimization on Nefertiti from https://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/!). The larger the mesh, the larger the speedup.

There are two main disadvantages:
* The new rasterizer works with an OpenGL backend, so requires pycuda.gl and pyopengl installed (though we avoided writing any C++ code, everything is in Python!)
* The new rasterizer is non-differentiable. However, you can still differentiate the rendering function if you use if with the new SplatterPhongShader which we recently added to PyTorch3D (see the original paper cited above).

Reviewed By: patricklabatut, jcjohnson

Differential Revision: D37698816

fbshipit-source-id: 54d120639d3cb001f096237807e54aced0acda25
2022-07-22 15:52:50 -07:00
Tristan Rice
8d10ba52b2 renderer: add support for rendering high dimensional textures for classification/segmentation use cases (#1248)
Summary:
For 3D segmentation problems it's really useful to be able to train the models from multiple viewpoints using Pytorch3D as the renderer. Currently due to hardcoded assumptions in a few spots the mesh renderer only supports rendering RGB (3 dimensional) data. You can encode the classification information as 3 channel data but if you have more than 3 classes you're out of luck.

This relaxes the assumptions to make rendering semantic classes work with `HardFlatShader` and `AmbientLights` with no diffusion/specular. The other shaders/lights don't make any sense for classification since they mutate the texture values in some way.

This only requires changes in `Materials` and `AmbientLights`. The bulk of the code is the unit test.

Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/1248

Test Plan: Added unit test that renders a 5 dimensional texture and compare dimensions 2-5 to a stored picture.

Reviewed By: bottler

Differential Revision: D37764610

Pulled By: d4l3k

fbshipit-source-id: 031895724d9318a6f6bab5b31055bb3f438176a5
2022-07-11 21:22:45 -07:00
Sergei Ovchinnikov
ef21a6f6aa Importing obj files without usemtl
Summary:
When there is no "usemtl" statement in the .obj file use material from .mtl if there is one.
https://github.com/facebookresearch/pytorch3d/issues/1068

Reviewed By: bottler

Differential Revision: D34141152

fbshipit-source-id: 7a5b5cc3f0bb287dc617f68de2cd085db8f7ad94
2022-02-10 09:39:44 -08:00
Nikhila Ravi
6dfa326922 IOU box3d epsilon fix
Summary: The epsilon value is important for determining whether vertices are inside/outside a plane.

Reviewed By: gkioxari

Differential Revision: D31485247

fbshipit-source-id: 5517575de7c02f1afa277d00e0190a81f44f5761
2021-10-07 18:42:09 -07:00
Nikhila Ravi
ff8d4762f4 (new) CUDA IoU for 3D boxes
Summary: CUDA implementation of 3D bounding box overlap calculation.

Reviewed By: gkioxari

Differential Revision: D31157919

fbshipit-source-id: 5dc89805d01fef2d6779f00a33226131e39c43ed
2021-09-29 18:49:09 -07:00
Jeremy Reizenstein
a0d76a7080 join_scene fix for TexturesUV
Summary: Fix issue #826. This is a correction to the joining of TexturesUV into a single scene.

Reviewed By: nikhilaravi

Differential Revision: D30767092

fbshipit-source-id: 03ba6a1d2f22e569d1b3641cd13ddbb8dcb87ec7
2021-09-13 07:08:58 -07:00
Nikhila Ravi
fc156b50c0 (bug) Fix exception when creating a TextureAtlas
Summary: Fixes GitHub issue #751. The vectorized implementation of bilinear interpolation didn't properly handle the edge cases in the same way as the `grid_sample` method in PyTorch.

Reviewed By: bottler

Differential Revision: D30684208

fbshipit-source-id: edf241ecbd72d46b94ad340a4e601e26c83db88e
2021-09-01 09:26:44 -07:00
Christoph Lassner
75432a0695 Add OpenCV camera conversion; fix bug for camera unified PyTorch3D interface.
Summary: This commit adds a new camera conversion function for OpenCV style parameters to Pulsar parameters to the library. Using this function it addresses a bug reported here: https://fb.workplace.com/groups/629644647557365/posts/1079637302558095, by using the PyTorch3D->OpenCV->Pulsar chain instead of the original direct conversion function. Both conversions are well-tested and an additional test for the full chain has been added, resulting in a more reliable solution requiring less code.

Reviewed By: patricklabatut

Differential Revision: D29322106

fbshipit-source-id: 13df13c2e48f628f75d9f44f19ff7f1646fb7ebd
2021-07-10 01:06:56 -07:00
David Novotny
8006842f2a Conversion from OpenCV cameras
Summary: Implements a conversion function between OpenCV and PyTorch3D cameras.

Reviewed By: patricklabatut

Differential Revision: D28992470

fbshipit-source-id: dbcc9f213ec293c2f6938261c704aea09aad3c90
2021-06-21 05:03:32 -07:00
Nikhila Ravi
a0f79318c5 Culling to frustrum bug fix
Summary:
When `z_clip_value = None` and faces are outside the view frustum the shape of one of the tensors in `clip.py` is incorrect.

`faces_num_clipped_verts` should be (F,) but it was (F,3).  Added a new test to ensure this case is handled.

Reviewed By: bottler

Differential Revision: D29051282

fbshipit-source-id: 5f4172ba4d4a75d928404dde9abf48aef18c68bd
2021-06-11 14:33:40 -07:00
Jeremy Reizenstein
ed6983ea84 Experimental glTF reading
Summary: Experimental data loader for taking the default scene from a GLB file and converting it to a single mesh in PyTorch3D.

Reviewed By: nikhilaravi

Differential Revision: D25900167

fbshipit-source-id: bff22ac00298b83a0bd071ae5c8923561e1d81d7
2021-05-26 04:54:19 -07:00
Nikhila Ravi
340662e98e CUDA/C++ Rasterizer updates to handle clipped faces
Summary:
- Updated the C++/CUDA mesh rasterization kernels to handle the clipped faces. In particular this required careful handling of the distance calculation for faces which are cut into a quadrilateral by the image plane and then split into two sub triangles i.e. both sub triangles can't be part of the top K faces.
- Updated `rasterize_meshes.py` to use the utils functions to clip the meshes and convert the fragments back to in terms of the unclipped mesh
- Added end to end tests

Reviewed By: jcjohnson

Differential Revision: D26169685

fbshipit-source-id: d64cd0d656109b965f44a35c301b7c81f451cfa0
2021-02-08 14:32:39 -08:00
Nikhila Ravi
ebac66daeb Classic Marching Cubes algorithm implementation
Summary:
Defines a function to run marching cubes algorithm on a single or batch of 3D scalar fields. Returns a mesh's faces and vertices.

UPDATES (12/18)
- Input data is now specified as a (B, D, H, W) tensor as opposed to a (B, W, H, D) tensor. This will now be compatible with the Volumes datastructure.
- Add an option to return output vertices in local coordinates instead of world coordinates.
Also added a small fix to remove the dype for device in Transforms3D - if passing in a torch.device instead of str it causes a pyre error.

Reviewed By: jcjohnson

Differential Revision: D24599019

fbshipit-source-id: 90554a200319fed8736a12371cc349e7108aacd0
2020-12-18 07:25:50 -08:00
Nikhila Ravi
3d769a66cb Non Square image rasterization for pointclouds
Summary:
Similar to non square image rasterization for meshes, apply the same updates to the pointcloud rasterizer.

Main API Change:
- PointRasterizationSettings now accepts a tuple/list of (H, W) for the image size.

Reviewed By: jcjohnson

Differential Revision: D25465206

fbshipit-source-id: 7370d83c431af1b972158cecae19d82364623380
2020-12-15 14:15:32 -08:00
Nikhila Ravi
d07307a451 Non square image rasterization for meshes
Summary:
There are a couple of options for supporting non square images:
1) NDC stays at [-1, 1] in both directions with the distance calculations all modified by (W/H). There are a lot of distance based calculations (e.g. triangle areas for barycentric coordinates etc) so this requires changes in many places.
2) NDC is scaled by (W/H) so the smallest side has [-1, 1]. In this case none of the distance calculations need to be updated and only the pixel to NDC calculation needs to be modified.

I decided to go with option 2 after trying option 1!

API Changes:
- Image size can now be specified optionally as a tuple

TODO:
- add a benchmark test for the non square case.

Reviewed By: jcjohnson

Differential Revision: D24404975

fbshipit-source-id: 545efb67c822d748ec35999b35762bce58db2cf4
2020-12-09 09:18:11 -08:00
Georgia Gkioxari
5fb63b4520 move icp_data.pth to tests/data
Summary: Move icp_data.pth to tests/data

Reviewed By: bottler

Differential Revision: D25012575

fbshipit-source-id: 9252d2eeca9141c82ad3bf9d3e3331a2eab5203b
2020-11-18 14:07:12 -08:00
Christoph Lassner
960fd6d8b6 pulsar interface unification.
Summary:
This diff builds on top of the `pulsar integration` diff to provide a unified interface for the existing PyTorch3D point renderer and Pulsar. 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.

The unified interfaces are completely consistent. Switching the render backend is as easy as using `renderer = PulsarPointsRenderer(rasterizer=rasterizer).to(device)` instead of `renderer = PointsRenderer(rasterizer=rasterizer, compositor=compositor)` and adding the `gamma` parameter to the forward function. All PyTorch3D camera types are supported as far as possible; keyword arguments are properly forwarded to the camera. The `PerspectiveCamera` and `OrthographicCamera` require znear and zfar as additional parameters for the forward pass.

Reviewed By: nikhilaravi

Differential Revision: D21421443

fbshipit-source-id: 4aa0a83a419592d9a0bb5d62486a1cdea9d73ce6
2020-11-03 13:06:35 -08:00
Jeremy Reizenstein
0e5f4f7660 remove texture_vis test
Summary: This recently added test is sensitive to the version of PIL because of different algorithms to draw ellipses/circles. Remove it as there is no obvious safe way to test this. Replace with a test for the underlying centres_for_image().

Reviewed By: theschnitz

Differential Revision: D24622465

fbshipit-source-id: e46d7384df491c71ac87ba8bbbce89507ac40080
2020-10-29 10:16:42 -07:00
Jeremy Reizenstein
aa4cc0adbc images for debugging TexturesUV
Summary: New methods to directly plot a TexturesUV map with its used points, using PIL and matplotlib.

Reviewed By: gkioxari

Differential Revision: D23782968

fbshipit-source-id: 692970857b5be13a35a3175dc82ac03963a73555
2020-10-27 10:10:05 -07:00
Nikhila Ravi
f5383a7e5a Fix texture atlas for objs which only have material properties
Summary:
Fix for GitHub issue #381.

The example mesh provided in the issue only had material properties but no texture image. The current implementation of texture atlassing generated an atlas using both the material properties and the texture image but only worked if there was a texture image and associated vertex uv coordinates. I have now modified the texture atlas creation so that it doesn't require an image and can work with materials which only have material properties.

Reviewed By: gkioxari

Differential Revision: D24153068

fbshipit-source-id: 63e9d325db09a84b336b83369d5342ce588a9932
2020-10-07 12:54:01 -07:00
Steve Branson
f8ea5906c0 Fix softmax_rgb_blend() when mesh is outside zfar
Summary:
This fixes two small issues with blending.py:softmax_rgb_blend():
  1) zfar and znear attributes are propagated from the camera settings instead of just using default settings of znear=1.0 and zfar=100.0
  2) A check is added to prevent arithmetic overflow in softmax_rgb_blend()

This is a fix in response to https://github.com/facebookresearch/pytorch3d/issues/334
where meshes rendererd using a SoftPhongShader with faces_per_pixel=1 appear black.  This only occurs when the scale of the mesh is large (vertex values > 100, where 100 is the default value of zfar).  This fix allows the caller to increase the value of cameras.zfar to match the scale of her/his mesh.

Reviewed By: nikhilaravi

Differential Revision: D23517541

fbshipit-source-id: ab8631ce9e5f2149f140b67b13eff857771b8807
2020-09-09 13:22:25 -07:00
Jeremy Reizenstein
909dc83505 amalgamate meshes with texture into a single scene
Summary:
Add a join_scene method to all the textures to allow the join_mesh function to include textures. Rename the join_mesh function to join_meshes_as_scene.

For TexturesAtlas, we now interpolate if the user attempts to have the resolution vary across the batch. This doesn't look great if the resolution is already very low.

For TexturesUV, a rectangle packing function is required, this does something simple.

Reviewed By: gkioxari

Differential Revision: D23188773

fbshipit-source-id: c013db061a04076e13e90ccc168a7913e933a9c5
2020-08-25 11:28:40 -07:00
Jeremy Reizenstein
e25ccab3d9 align_corners and padding for TexturesUV
Summary:
Allow, and make default, align_corners=True for texture maps. Allow changing the padding_mode and set the default to be "border" which produces more logical results. Some new documentation.

The previous behavior corresponds to padding_mode="zeros" and align_corners=False.

Reviewed By: gkioxari

Differential Revision: D23268775

fbshipit-source-id: 58d6229baa591baa69705bcf97471c80ba3651de
2020-08-25 11:28:40 -07:00
Georgia Gkioxari
57a22e7306 camera refactoring
Summary:
Refactor cameras
* CamerasBase was enhanced with `transform_points_screen` that transforms projected points from NDC to screen space
* OpenGLPerspective, OpenGLOrthographic -> FoVPerspective, FoVOrthographic
* SfMPerspective, SfMOrthographic -> Perspective, Orthographic
* PerspectiveCamera can optionally be constructred with screen space parameters
* Note on Cameras and coordinate systems was added

Reviewed By: nikhilaravi

Differential Revision: D23168525

fbshipit-source-id: dd138e2b2cc7e0e0d9f34c45b8251c01266a2063
2020-08-20 22:22:06 -07:00
Luya Gao
63ba74f1a8 Return R2N2 voxel coordinates
Summary: Return R2N2's voxel coordinates.

Reviewed By: nikhilaravi

Differential Revision: D22462530

fbshipit-source-id: a995cfa0957b2561eb3b0f4591cb1db42170bc68
2020-08-07 13:22:26 -07:00
Luya Gao
326e4ccb5b Return R2N2 R,T,K
Summary: Return rotation, translation and intrinsic matrices necessary to reproduce R2N2's own renderings.

Reviewed By: nikhilaravi

Differential Revision: D22462520

fbshipit-source-id: 46a3859743ebc43c7a24f75827d2be3adf3f486b
2020-08-07 13:22:26 -07:00
Nikhila Ravi
a3932960b3 Texturing API updates
Summary:
A fairly big refactor of the texturing API with some breaking changes to how textures are defined.

Main changes:
- There are now 3 types of texture classes: `TexturesUV`, `TexturesAtlas` and `TexturesVertex`. Each class:
   - has a `sample_textures` function which accepts the `fragments` from rasterization and returns `texels`. This means that the shaders will not need to know the type of the mesh texture which will resolve several issues people were reporting on GitHub.
  -  has a `join_batch` method for joining multiple textures of the same type into a batch

Reviewed By: gkioxari

Differential Revision: D21067427

fbshipit-source-id: 4b346500a60181e72fdd1b0dd89b5505c7a33926
2020-07-29 16:11:23 -07:00
Nikhila Ravi
cc70950f40 barycentric clipping in cuda/c++
Summary:
Added support for barycentric clipping in the C++/CUDA rasterization kernels which can be switched on/off via a rasterization setting.

Added tests and a benchmark to compare with the current implementation in PyTorch - for some cases of large image size/faces per pixel the cuda version is 10x faster.

Reviewed By: gkioxari

Differential Revision: D21705503

fbshipit-source-id: e835c0f927f1e5088ca89020aef5ff27ac3a8769
2020-07-16 10:17:28 -07:00
Luya Gao
5636eb6152 Test rendering models for R2N2
Summary: Adding a render function for R2N2.

Reviewed By: nikhilaravi

Differential Revision: D22230228

fbshipit-source-id: a9f588ddcba15bb5d8be1401f68d730e810b4251
2020-07-14 14:53:58 -07:00
Luya Gao
22f2963cf1 Render objects in a batch by the specified model_ids, categories or idxs for ShapeNetBase
Summary: Additional functionality for renderer in ShapeNetCore: users can select which objects to render by specifying their model_ids, or users could choose to render several random objects in some categories, or users could specify indices of the objects in the loaded dataset. (currently doesn't support changing lighting, still investigating why lighting is causing instability in renderings)

Reviewed By: nikhilaravi

Differential Revision: D22179594

fbshipit-source-id: 74c49094ffa3ea2eb71de9451f9e5da5053d356d
2020-07-14 14:53:58 -07:00
Luya Gao
358e211cde Adding renderer for ShapeNetBase
Summary: Adding a renderer to ShapeNetCore (Note that the lights are currently turned off for the test; will investigate why lighting causes instability in rendering)

Reviewed By: nikhilaravi

Differential Revision: D22102673

fbshipit-source-id: a704756a1e93b61d5a879f0e5ee14ebcb0df49d7
2020-07-14 14:53:58 -07:00
Luya Gao
e053d7c456 Adding join_mesh in pytorch3d.structures.meshes
Summary: Adding a function in pytorch3d.structures.meshes to join multiple meshes into a Meshes object representing a single mesh. The function currently ignores all textures.

Reviewed By: nikhilaravi

Differential Revision: D21876908

fbshipit-source-id: 448602857e9d3d3f774d18bb4e93076f78329823
2020-06-09 08:33:23 -07:00
Nikhila Ravi
9ef1ee8455 coarse rasterization bug fix
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
2020-04-20 14:54:16 -07:00
Nikhila Ravi
5d3cc3569a Rendering texturing fixes
Summary:
Fix errors raised by issue on GitHub - extending mesh textures + rendering with Gourad and Phong shaders.

https://github.com/facebookresearch/pytorch3d/issues/97

Reviewed By: gkioxari

Differential Revision: D20319610

fbshipit-source-id: d1c692ff0b9397a77a9b829c5c731790de70c09f
2020-03-17 08:58:40 -07:00
Nikhila Ravi
15c72be444 Fix coordinate system conventions in renderer
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
2020-03-06 06:51:05 -08:00
Nikhila Ravi
ff19c642cb Barycentric clipping in the renderer and flat shading
Summary:
Updates to the Renderer to enable barycentric clipping. This is important when there is blurring in the rasterization step.

Also added support for flat shading.

Reviewed By: jcjohnson

Differential Revision: D19934259

fbshipit-source-id: 036e48636cd80d28a04405d7a29fcc71a2982904
2020-02-28 21:30:33 -08:00
Patrick Labatut
9ca5489107 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
2020-02-20 01:11:56 -08:00
facebook-github-bot
dbf06b504b Initial commit
fbshipit-source-id: ad58e416e3ceeca85fae0583308968d04e78fe0d
2020-01-23 11:53:46 -08:00