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Summary: Change the cow gltf loading test to validate the texture values and not to validate the renderer output because it has an unstable pixel. Also a couple of lints. Reviewed By: patricklabatut Differential Revision: D29131260 fbshipit-source-id: 5e11f066a2a638588aacb09776cc842173ef669f
85 lines
3.0 KiB
Python
85 lines
3.0 KiB
Python
# Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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import unittest
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import torch
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from common_testing import TestCaseMixin
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from pytorch3d.renderer.cameras import PerspectiveCameras, look_at_view_transform
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from pytorch3d.renderer.mesh.rasterizer import Fragments
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from pytorch3d.renderer.mesh.shader import (
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HardFlatShader,
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HardGouraudShader,
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HardPhongShader,
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SoftPhongShader,
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)
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from pytorch3d.structures.meshes import Meshes
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class TestShader(TestCaseMixin, unittest.TestCase):
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def test_to(self):
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cpu_device = torch.device("cpu")
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cuda_device = torch.device("cuda")
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R, T = look_at_view_transform()
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shader_classes = [
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HardFlatShader,
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HardGouraudShader,
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HardPhongShader,
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SoftPhongShader,
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]
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for shader_class in shader_classes:
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for cameras_class in (None, PerspectiveCameras):
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if cameras_class is None:
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cameras = None
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else:
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cameras = PerspectiveCameras(device=cpu_device, R=R, T=T)
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cpu_shader = shader_class(device=cpu_device, cameras=cameras)
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if cameras is None:
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self.assertIsNone(cpu_shader.cameras)
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else:
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self.assertEqual(cpu_device, cpu_shader.cameras.device)
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self.assertEqual(cpu_device, cpu_shader.materials.device)
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self.assertEqual(cpu_device, cpu_shader.lights.device)
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cuda_shader = cpu_shader.to(cuda_device)
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self.assertIs(cpu_shader, cuda_shader)
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if cameras is None:
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self.assertIsNone(cuda_shader.cameras)
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else:
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self.assertEqual(cuda_device, cuda_shader.cameras.device)
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self.assertEqual(cuda_device, cuda_shader.materials.device)
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self.assertEqual(cuda_device, cuda_shader.lights.device)
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def test_cameras_check(self):
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verts = torch.tensor(
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[[-1, -1, 0], [1, -1, 1], [1, 1, 0], [-1, 1, 1]], dtype=torch.float32
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)
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faces = torch.tensor([[0, 1, 2], [2, 3, 0]], dtype=torch.int64)
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meshes = Meshes(verts=[verts], faces=[faces])
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pix_to_face = torch.tensor([0, 1], dtype=torch.int64).view(1, 1, 1, 2)
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barycentric_coords = torch.tensor(
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[[0.1, 0.2, 0.7], [0.3, 0.5, 0.2]], dtype=torch.float32
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).view(1, 1, 1, 2, -1)
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fragments = Fragments(
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pix_to_face=pix_to_face,
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bary_coords=barycentric_coords,
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zbuf=torch.ones_like(pix_to_face),
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dists=torch.ones_like(pix_to_face),
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)
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shader_classes = [
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HardFlatShader,
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HardGouraudShader,
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HardPhongShader,
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SoftPhongShader,
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]
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for shader_class in shader_classes:
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shader = shader_class()
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with self.assertRaises(ValueError):
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shader(fragments, meshes)
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