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Summary: Applies new import merging and sorting from µsort v1.0. When merging imports, µsort will make a best-effort to move associated comments to match merged elements, but there are known limitations due to the diynamic nature of Python and developer tooling. These changes should not produce any dangerous runtime changes, but may require touch-ups to satisfy linters and other tooling. Note that µsort uses case-insensitive, lexicographical sorting, which results in a different ordering compared to isort. This provides a more consistent sorting order, matching the case-insensitive order used when sorting import statements by module name, and ensures that "frog", "FROG", and "Frog" always sort next to each other. For details on µsort's sorting and merging semantics, see the user guide: https://usort.readthedocs.io/en/stable/guide.html#sorting Reviewed By: bottler Differential Revision: D35553814 fbshipit-source-id: be49bdb6a4c25264ff8d4db3a601f18736d17be1
89 lines
3.1 KiB
Python
89 lines
3.1 KiB
Python
# Copyright (c) Meta Platforms, Inc. and affiliates.
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# All rights reserved.
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#
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# This source code is licensed under the BSD-style license found in the
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# LICENSE file in the root directory of this source tree.
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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 look_at_view_transform, PerspectiveCameras
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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:0")
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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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