5 Commits

Author SHA1 Message Date
Georgia Gkioxari
03f441e7ca run lint
Summary: Run `/dev/linter.sh` to fix linting

Reviewed By: nikhilaravi

Differential Revision: D20584037

fbshipit-source-id: 69e45b33d22e3d54b6d37c3c35580bb3e9dc50a5
2020-03-21 17:58:15 -07:00
Dave Greenwood
2480723adf create extrinsic from eye point (#65)
Summary:
Create extrinsic parameters from eye point.
Create the rotation and translation from an eye point, look-at point and up vector.
see:
https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml

It is arguably easier to initialise a camera position as a point in the world rather than an angle.
Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/65

Reviewed By: bottler

Differential Revision: D20419652

Pulled By: nikhilaravi

fbshipit-source-id: 9caa1330860bb8bde1fb5c3864ed4cde836a5d19
2020-03-17 17:04:19 -07:00
Patrick Labatut
3c71ab64cc Remove shebang line when not strictly required
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
2020-03-12 10:39:44 -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
facebook-github-bot
dbf06b504b Initial commit
fbshipit-source-id: ad58e416e3ceeca85fae0583308968d04e78fe0d
2020-01-23 11:53:46 -08:00