Summary:
Small fix and updated tests for multigpu rendering case.
This resolves the issue seen in: https://github.com/facebookresearch/pytorch3d/issues/401
Reviewed By: gkioxari
Differential Revision: D24314681
fbshipit-source-id: 84c5a5359844c77518b48044001daa9a86f3c43a
Summary:
Support for moving all the tensors of the renderer to another device by calling `renderer.to(new_device)`
Currently the `MeshRenderer`, `MeshRasterizer` and `SoftPhongShader` (and other shaders) are all of type `nn.Module` which already supports easily moving tensors of submodules (defined as class attributes) to a different device. However the class attributes of the rasterizer and shader (e.g. cameras, lights, materials), are of type `TensorProperties`, not nn.Module so we need to explicity create a `to` method to move these tensors to device. Note that the `TensorProperties` class already has a `to` method so we only need to call `cameras.to(device)` and don't need to worry about the internal tensors.
The other option is of course making these other classes (cameras, lights etc) also of type nn.Module.
Reviewed By: gkioxari
Differential Revision: D23885107
fbshipit-source-id: d71565c442181f739de4d797076ed5d00fb67f8e
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
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
Summary:
faces_uvs_packed and verts_uvs_packed were only used in one place and the definition of the former was ambiguous. This meant that the wrong coordinates could be used for meshes other than the first in the batch. I have therefore removed both functions and build their common result inline. Added a test that a simple batch of two meshes is rendered consistently with the rendering of each alone. This test would have failed before.
I hope this fixes https://github.com/facebookresearch/pytorch3d/issues/283.
Some other small improvements to the textures code.
Reviewed By: nikhilaravi
Differential Revision: D23161936
fbshipit-source-id: f99b560a46f6b30262e07028b049812bc04350a7
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
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
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
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
Summary: Adds support to hard_rgb_blend and hard blending shaders in shader.py (HardPhongShader, HardGouraudShader, and HardFlatShader) for changing the background color on which objects are rendered
Reviewed By: nikhilaravi
Differential Revision: D21746062
fbshipit-source-id: 08001200f4339d6a69c52405c6b8f4cac9f3f56e
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