- 12 Mar, 2020 2 commits
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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
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Nikhila Ravi authored
Summary: Applying the changes added for mesh rasterization to ensure that +Y is up and +X is left so that the coordinate system is right handed. Also updated the diagram in the docs to indicate that (0,0) is in the top left hand corner. Reviewed By: gkioxari Differential Revision: D20394849 fbshipit-source-id: cfb7c79090eb1f55ad38b92327a74a70a8dc541e
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- 08 Mar, 2020 1 commit
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Georgia Gkioxari authored
Summary: Add more DR citations Reviewed By: nikhilaravi Differential Revision: D20330205 fbshipit-source-id: 4fb95d422371ae9ff5cdc2693736e36799201477
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- 07 Mar, 2020 1 commit
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Jeremy Reizenstein authored
Summary: Bumping the version number to 0.1.1 and thereby documenting all the places where the version number currently appears in the code. Reviewed By: nikhilaravi Differential Revision: D20067382 fbshipit-source-id: 76a25ed1d4036f51357e4ae3e0f07de32ad114ae
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- 06 Mar, 2020 1 commit
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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
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- 24 Feb, 2020 1 commit
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Tyler Barron authored
Summary: *: Fixed references to colors in the diagram Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/81 Reviewed By: bottler Differential Revision: D20064048 Pulled By: nikhilaravi fbshipit-source-id: a70ee446f1223ec900072a2380c75ed95fb4431d
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- 20 Feb, 2020 2 commits
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Patrick Labatut authored
Summary: Fix spelling of *Gouraud* in [Gouraud shading](https://en.wikipedia.org/wiki/Gouraud_shading). Reviewed By: nikhilaravi Differential Revision: D19943547 fbshipit-source-id: 5c016b7b051a7b33a7b68ed5303b642d9e834bbd
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Nikhila Ravi authored
Summary: Renamed shaders to be prefixed with Hard/Soft depending on if they use a probabalistic blending (Soft) or use the closest face (Hard). There is some code duplication but I thought it would be cleaner to have separate shaders for each task rather than: - inheritance (which we discussed previously that we want to avoid) - boolean (hard/soft) or a string (hard/soft) - new blending functions other than the ones provided would need if statements in the current shaders which might get messy. Also added a `flat_shading` function and a `FlatShader` - I could make this into a tutorial as it was really easy to add a new shader and it might be a nice showcase. NOTE: There are a few more places where the naming will need to change (e.g the tutorials) but I wanted to reach a consensus on this before changing it everywhere. Reviewed By: jcjohnson Differential Revision: D19761036 fbshipit-source-id: f972f6530c7f66dc5550b0284c191abc4a7f6fc4
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- 18 Feb, 2020 1 commit
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Junior Rojas authored
Summary: Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/54 Differential Revision: D19951851 Pulled By: gkioxari fbshipit-source-id: cf41d5806c761639d1efa42a633404b248486c30
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- 13 Feb, 2020 1 commit
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Jeremy Reizenstein authored
Summary: Create the textures and the Meshes object from OBJ files in a single call. There is functionality in OBJ files (like normals) which is ignored by this function. Reviewed By: gkioxari Differential Revision: D19691699 fbshipit-source-id: e26442ed80ff231b65b17d6c54c9d41e22b4e4a3
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- 11 Feb, 2020 1 commit
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Nikhila Ravi authored
Summary: Update all colab notebooks to: - Install pytorch3d using pip install from github. - Retrieve data using `wget`. I set the wget commands to save the files in the same directory structure as in the PyTorch3d repo so that the rest of the tutorial would work for running locally or on Colab. This should resolve the issues on GitHub with running the colab notebooks. Reviewed By: gkioxari Differential Revision: D19827450 fbshipit-source-id: d7b338597ddfd9a84c24592d4dccd274cae11d05
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- 10 Feb, 2020 1 commit
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uzkt authored
Summary: fixed target object data folder path './data/doplhin'-> './data/dolphin' Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/34 Differential Revision: D19815377 Pulled By: nikhilaravi fbshipit-source-id: ff17f6aef8d835b11d7803e912a311c7118b03fa
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- 08 Feb, 2020 1 commit
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Yannick Soom authored
Summary: fixed small typo in deform_source_mesh_to_target_mesh.ipynb Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/24 Differential Revision: D19801629 Pulled By: nikhilaravi fbshipit-source-id: 59459f701e0a4c02e749a1b594ca77935fd037d1
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- 05 Feb, 2020 1 commit
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Nikhila Ravi authored
Summary: Set up landing page, docs page, and html versions of the ipython notebook tutorials. Pull Request resolved: https://github.com/fairinternal/pytorch3d/pull/11 Reviewed By: gkioxari Differential Revision: D19730380 Pulled By: nikhilaravi fbshipit-source-id: 5df8d3f2ac2f8dce4d51f5d14fc336508c2fd0ea
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- 24 Jan, 2020 2 commits
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Nikhila Ravi authored
Summary: We need to install pytorch3d in RTD. Update requirements.txt accordingly. Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/6 Reviewed By: gkioxari Differential Revision: D19549348 Pulled By: nikhilaravi fbshipit-source-id: d8d6efe0af9c0d4c7cc6f7662d392f5b3bc16a8c
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Nikhila Ravi authored
Summary: Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/5 Reviewed By: gkioxari Differential Revision: D19548185 Pulled By: nikhilaravi fbshipit-source-id: edc825d483a29f1a3311d46b4f349a6bc330c085
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- 23 Jan, 2020 2 commits
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Nikhila Ravi authored
Summary: Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/4 Differential Revision: D19546949 Pulled By: nikhilaravi fbshipit-source-id: ce30785322a60c408fd6aa2f1cd3eb5d07015c7b
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facebook-github-bot authored
fbshipit-source-id: ad58e416e3ceeca85fae0583308968d04e78fe0d
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