10 Commits

Author SHA1 Message Date
Georgia Gkioxari
487d4d6607 point mesh distances
Summary:
Implementation of point to mesh distances. The current diff contains two types:
(a) Point to Edge
(b) Point to Face

```

Benchmark                                       Avg Time(μs)      Peak Time(μs) Iterations
--------------------------------------------------------------------------------
POINT_MESH_EDGE_4_100_300_5000_cuda:0                2745            3138            183
POINT_MESH_EDGE_4_100_300_10000_cuda:0               4408            4499            114
POINT_MESH_EDGE_4_100_3000_5000_cuda:0               4978            5070            101
POINT_MESH_EDGE_4_100_3000_10000_cuda:0              9076            9187             56
POINT_MESH_EDGE_4_1000_300_5000_cuda:0               1411            1487            355
POINT_MESH_EDGE_4_1000_300_10000_cuda:0              4829            5030            104
POINT_MESH_EDGE_4_1000_3000_5000_cuda:0              7539            7620             67
POINT_MESH_EDGE_4_1000_3000_10000_cuda:0            12088           12272             42
POINT_MESH_EDGE_8_100_300_5000_cuda:0                3106            3222            161
POINT_MESH_EDGE_8_100_300_10000_cuda:0               8561            8648             59
POINT_MESH_EDGE_8_100_3000_5000_cuda:0               6932            7021             73
POINT_MESH_EDGE_8_100_3000_10000_cuda:0             24032           24176             21
POINT_MESH_EDGE_8_1000_300_5000_cuda:0               5272            5399             95
POINT_MESH_EDGE_8_1000_300_10000_cuda:0             11348           11430             45
POINT_MESH_EDGE_8_1000_3000_5000_cuda:0             17478           17683             29
POINT_MESH_EDGE_8_1000_3000_10000_cuda:0            25961           26236             20
POINT_MESH_EDGE_16_100_300_5000_cuda:0               8244            8323             61
POINT_MESH_EDGE_16_100_300_10000_cuda:0             18018           18071             28
POINT_MESH_EDGE_16_100_3000_5000_cuda:0             19428           19544             26
POINT_MESH_EDGE_16_100_3000_10000_cuda:0            44967           45135             12
POINT_MESH_EDGE_16_1000_300_5000_cuda:0              7825            7937             64
POINT_MESH_EDGE_16_1000_300_10000_cuda:0            18504           18571             28
POINT_MESH_EDGE_16_1000_3000_5000_cuda:0            65805           66132              8
POINT_MESH_EDGE_16_1000_3000_10000_cuda:0           90885           91089              6
--------------------------------------------------------------------------------

Benchmark                                       Avg Time(μs)      Peak Time(μs) Iterations
--------------------------------------------------------------------------------
POINT_MESH_FACE_4_100_300_5000_cuda:0                1561            1685            321
POINT_MESH_FACE_4_100_300_10000_cuda:0               2818            2954            178
POINT_MESH_FACE_4_100_3000_5000_cuda:0              15893           16018             32
POINT_MESH_FACE_4_100_3000_10000_cuda:0             16350           16439             31
POINT_MESH_FACE_4_1000_300_5000_cuda:0               3179            3278            158
POINT_MESH_FACE_4_1000_300_10000_cuda:0              2353            2436            213
POINT_MESH_FACE_4_1000_3000_5000_cuda:0             16262           16336             31
POINT_MESH_FACE_4_1000_3000_10000_cuda:0             9334            9448             54
POINT_MESH_FACE_8_100_300_5000_cuda:0                4377            4493            115
POINT_MESH_FACE_8_100_300_10000_cuda:0               9728            9822             52
POINT_MESH_FACE_8_100_3000_5000_cuda:0              26428           26544             19
POINT_MESH_FACE_8_100_3000_10000_cuda:0             42238           43031             12
POINT_MESH_FACE_8_1000_300_5000_cuda:0               3891            3982            129
POINT_MESH_FACE_8_1000_300_10000_cuda:0              5363            5429             94
POINT_MESH_FACE_8_1000_3000_5000_cuda:0             20998           21084             24
POINT_MESH_FACE_8_1000_3000_10000_cuda:0            39711           39897             13
POINT_MESH_FACE_16_100_300_5000_cuda:0               5955            6001             84
POINT_MESH_FACE_16_100_300_10000_cuda:0             12082           12144             42
POINT_MESH_FACE_16_100_3000_5000_cuda:0             44996           45176             12
POINT_MESH_FACE_16_100_3000_10000_cuda:0            73042           73197              7
POINT_MESH_FACE_16_1000_300_5000_cuda:0              8292            8374             61
POINT_MESH_FACE_16_1000_300_10000_cuda:0            19442           19506             26
POINT_MESH_FACE_16_1000_3000_5000_cuda:0            36059           36194             14
POINT_MESH_FACE_16_1000_3000_10000_cuda:0           64644           64822              8
--------------------------------------------------------------------------------
```

Reviewed By: jcjohnson

Differential Revision: D20590462

fbshipit-source-id: 42a39837b514a546ac9471bfaff60eefe7fae829
2020-04-11 00:21:24 -07:00
Patrick Labatut
d57daa6f85 Address black + isort fbsource linter warnings
Summary: Address black + isort fbsource linter warnings from D20558374 (previous diff)

Reviewed By: nikhilaravi

Differential Revision: D20558373

fbshipit-source-id: d3607de4a01fb24c0d5269634563a7914bddf1c8
2020-03-29 14:51:02 -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
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
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
Nikhila Ravi
f0dc65110a Shader API more consistent naming
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
2020-02-19 23:16:50 -08:00
Jeremy Reizenstein
8fe65d5f56 Single function to load meshes from OBJs. join_meshes.
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
2020-02-13 03:38:07 -08:00
facebook-github-bot
dbf06b504b Initial commit
fbshipit-source-id: ad58e416e3ceeca85fae0583308968d04e78fe0d
2020-01-23 11:53:46 -08:00