Summary:
Allow, and make default, align_corners=True for texture maps. Allow changing the padding_mode and set the default to be "border" which produces more logical results. Some new documentation.
The previous behavior corresponds to padding_mode="zeros" and align_corners=False.
Reviewed By: gkioxari
Differential Revision: D23268775
fbshipit-source-id: 58d6229baa591baa69705bcf97471c80ba3651de
Summary:
Found a bug in extending textures with vertex uv coordinates. This was due to the padded -> list conversion of vertex uv coordinates i.e. The number of vertices in the mesh and in verts_uvs can differ
e.g. if a vertex is shared between 3 faces, it can
have up to 3 different uv coordinates. Therefore we cannot convert directly from padded to list using _num_verts_per_mesh
Reviewed By: bottler
Differential Revision: D23233595
fbshipit-source-id: 0c66d15baae697ead0bdc384f74c27d4c6539fc9
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:
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: When rendering meshes with Phong shading, interpolate_face_attributes was taking up a nontrivial fraction of the overall shading time. This diff replaces our Python implementation of this function with a CUDA implementation.
Reviewed By: nikhilaravi
Differential Revision: D21610763
fbshipit-source-id: 2bb362a28f698541812aeab539047264b125ebb8
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 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