Summary:
Because of the way Sphinx was parsing this link in Markdown, the link wasn't working properly. This should fix it.
Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/330
Test Plan: Tested via local Sphinx.
Reviewed By: nikhilaravi
Differential Revision: D23244163
Pulled By: atroyn
fbshipit-source-id: 019712a841d76391a5210dcd98c77a822947204a
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: Use a consistent case for PyTorch3D (matching the logo...): replace all occurrences of PyTorch3d with PyTorch3D across the codebase (including documentation and notebooks)
Reviewed By: wanyenlo, gkioxari
Differential Revision: D20427546
fbshipit-source-id: 8c7697f51434c51e99b7fe271935932c72a1d9b9
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:
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:
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:
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