Summary:
Rename mesh I/O benchmarks and associated methods:
- add `simple` qualifier (benchmark on more realistic mesh data to be added later)
- align naming between OBJ and PLY
- prefix with `bm_` to make the benchmarking purpose clear(er)
Reviewed By: nikhilaravi
Differential Revision: D20390764
fbshipit-source-id: 7714520abfcfe1125067f3c52f7ce19bca359574
Summary: The shebang line `#!<path to interpreter>` is only required for Python scripts, so remove it on source files for class or function definitions. Additionally explicitly mark as executable the actual Python scripts in the codebase.
Reviewed By: nikhilaravi
Differential Revision: D20095778
fbshipit-source-id: d312599fba485e978a243292f88a180d71e1b55a
Summary: Make Meshes.__getitem__ carry texture information to the new mesh.
Reviewed By: gkioxari
Differential Revision: D20283976
fbshipit-source-id: d9ee0580c11ac5b4384df9d8158a07e6eb8d00fe
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:
Revisions to Poincloud data structure with added normals
The biggest changes form the previous version include:
a) If the user provides tensor inputs, we make no assumption about padding. Padding is only for internal use for us to convert from list to padded
b) If features are not provided or if the poincloud is empty, all forms of features are None. This is so that we don't waste memory on holding dummy tensors.
Reviewed By: nikhilaravi
Differential Revision: D19791851
fbshipit-source-id: 7e182f7bb14395cb966531653f6dd6b328fd999c
Summary:
Changed `torch.cumprod` to `torch.prod` in blending functions and added more tests and benchmark tests.
This should fix the issue raised on GitHub.
Reviewed By: gkioxari
Differential Revision: D20163073
fbshipit-source-id: 4569fd37be11aa4435a3ce8736b55622c00ec718
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
Summary:
BlendParams background_color is immutable , type hint as a sequence allows setting new values in constructor.
Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/64
Reviewed By: bottler
Differential Revision: D20068911
Pulled By: nikhilaravi
fbshipit-source-id: c580a7654dca25629218513841aa16d9d1055588
Summary:
Lint related fixes: Improve internal/OSS consistency. Fix the fight between black and certain pyre-ignore markers by moving them to the line before.
Use clang-format-8 automatically if present. Small number of pyre fixes.
arc doesn't run pyre at the moment, so I put back the explicit call to pyre. I don't know if there's an option somewhere to change this.
Reviewed By: nikhilaravi
Differential Revision: D19780518
fbshipit-source-id: ef1c243392322fa074130f6cff2dd8a6f7738a7f
Summary:
Added backward for mesh face areas & normals. Exposed it as a layer. Replaced the computation with the new op in Meshes and in Sample Points.
Current issue: Circular imports. I moved the import of the op in meshes inside the function scope.
Reviewed By: jcjohnson
Differential Revision: D19920082
fbshipit-source-id: d213226d5e1d19a0c8452f4d32771d07e8b91c0a
Summary:
Renamed shaders to be prefixed with Hard/Soft depending on if they use a probabalistic blending (Soft) or use the closest face (Hard).
There is some code duplication but I thought it would be cleaner to have separate shaders for each task rather than:
- inheritance (which we discussed previously that we want to avoid)
- boolean (hard/soft) or a string (hard/soft) - new blending functions other than the ones provided would need if statements in the current shaders which might get messy.
Also added a `flat_shading` function and a `FlatShader` - I could make this into a tutorial as it was really easy to add a new shader and it might be a nice showcase.
NOTE: There are a few more places where the naming will need to change (e.g the tutorials) but I wanted to reach a consensus on this before changing it everywhere.
Reviewed By: jcjohnson
Differential Revision: D19761036
fbshipit-source-id: f972f6530c7f66dc5550b0284c191abc4a7f6fc4
Summary: Fixed the rotation matrices generated by the RotateAxisAngle class and updated the tests. Added documentation for Transforms3d to clarify the conventions.
Reviewed By: gkioxari
Differential Revision: D19912903
fbshipit-source-id: c64926ce4e1381b145811557c32b73663d6d92d1
Summary:
Create the textures and the Meshes object from OBJ files in a single call.
There is functionality in OBJ files (like normals) which is ignored by this function.
Reviewed By: gkioxari
Differential Revision: D19691699
fbshipit-source-id: e26442ed80ff231b65b17d6c54c9d41e22b4e4a3
Summary:
Adds a CPU implementation for `pytorch3d.ops.nn_points_idx`.
Also renames the associated C++ and CUDA functions to use `AllCaps` names used in other C++ / CUDA code.
Reviewed By: gkioxari
Differential Revision: D19670491
fbshipit-source-id: 1b6409404025bf05e6a93f5d847e35afc9062f05