1. 04 May, 2020 1 commit
    • Nikhila Ravi's avatar
      lint fixes · 0eca74fa
      Nikhila Ravi authored
      Summary:
      Ran the linter.
      TODO: need to update the linter as per D21353065.
      
      Reviewed By: bottler
      
      Differential Revision: D21362270
      
      fbshipit-source-id: ad0e781de0a29f565ad25c43bc94a19b1828c020
      0eca74fa
  2. 29 Mar, 2020 1 commit
    • Patrick Labatut's avatar
      Address black + isort fbsource linter warnings · d57daa6f
      Patrick Labatut authored
      Summary: Address black + isort fbsource linter warnings from D20558374 (previous diff)
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20558373
      
      fbshipit-source-id: d3607de4a01fb24c0d5269634563a7914bddf1c8
      d57daa6f
  3. 17 Mar, 2020 1 commit
  4. 12 Mar, 2020 1 commit
    • Patrick Labatut's avatar
      Remove shebang line when not strictly required · 3c71ab64
      Patrick Labatut authored
      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
      3c71ab64
  5. 06 Mar, 2020 1 commit
    • Nikhila Ravi's avatar
      Fix coordinate system conventions in renderer · 15c72be4
      Nikhila Ravi authored
      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
      15c72be4
  6. 01 Mar, 2020 1 commit
    • Nikhila Ravi's avatar
      Blending fixes and test updates · ba11c0b5
      Nikhila Ravi authored
      Summary:
      Changed `torch.cumprod` to `torch.prod` in blending functions and added more tests and benchmark tests.
      
      This should fix the issue raised on GitHub.
      
      Reviewed By: gkioxari
      
      Differential Revision: D20163073
      
      fbshipit-source-id: 4569fd37be11aa4435a3ce8736b55622c00ec718
      ba11c0b5
  7. 24 Feb, 2020 1 commit
  8. 23 Jan, 2020 1 commit