- 12 Jul, 2022 1 commit
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Tristan Rice authored
Summary: This fixes a indexing bug in HardDepthShader and adds proper unit tests for both of the DepthShaders. This bug was introduced when updating the shader sizes and discovered when I switched my local model onto pytorch3d trunk instead of the patched copy. Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/1252 Test Plan: Unit test + custom model code ``` pytest tests/test_shader.py ```  Reviewed By: bottler Differential Revision: D37775767 Pulled By: d4l3k fbshipit-source-id: 5f001903985976d7067d1fa0a3102d602790e3e8
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- 26 Jun, 2022 1 commit
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Tristan Rice authored
Summary: X-link: https://github.com/fairinternal/pytorch3d/pull/36 This adds two shaders for rendering depth maps for meshes. This is useful for structure from motion applications that learn depths based off of camera pair disparities. There's two shaders, one hard which just returns the distances and then a second that does a cumsum on the probabilities of the points with a weighted sum. Areas that don't have any z faces are set to the zfar distance. Output from this renderer is `[N, H, W]` since it's just depth no need for channels. I haven't tested this in an ML model yet just in a notebook. hard:  soft:  Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/1208 Reviewed By: bottler Differential Revision: D36682194 Pulled By: d4l3k fbshipit-source-id: 5d4e10c6fb0fff5427be4ddd3bd76305a7ccc1e2
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- 26 May, 2022 1 commit
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Krzysztof Chalupka authored
Summary: A few minor additions I didn't fit into the SplatterBlender diffs, as requested by reviewers. Reviewed By: jcjohnson Differential Revision: D36682437 fbshipit-source-id: 57af995e766dfd2674b3984a3ba00aef7ca7db80
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- 25 May, 2022 1 commit
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Jeremy Reizenstein authored
Summary: Move testing targets from pytorch3d/tests/TARGETS to pytorch3d/TARGETS. Reviewed By: shapovalov Differential Revision: D36186940 fbshipit-source-id: a4c52c4d99351f885e2b0bf870532d530324039b
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- 13 Apr, 2022 1 commit
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Tim Hatch authored
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
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- 04 Jan, 2022 1 commit
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Jeremy Reizenstein authored
Summary: Update all FB license strings to the new format. Reviewed By: patricklabatut Differential Revision: D33403538 fbshipit-source-id: 97a4596c5c888f3c54f44456dc07e718a387a02c
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- 13 Jul, 2021 1 commit
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Roman Shapovalov authored
Summary: Context: in the code we are releasing with CO3D dataset, we use `cuda()` on TensorProperties like Pointclouds and Cameras where we recursively move batch to a GPU. It would be good to push it to a release so we don’t need to depend on the nightly build. Additionally, I aligned the logic of `.to("cuda")` without device index to the one of `torch.Tensor` where the current device is populated to index. It should not affect any actual use cases but some tests had to be changed. Reviewed By: bottler Differential Revision: D29659529 fbshipit-source-id: abe58aeaca14bacc68da3e6cf5ae07df3353e3ce
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- 22 Jun, 2021 1 commit
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Patrick Labatut authored
Summary: License lint codebase Reviewed By: theschnitz Differential Revision: D29001799 fbshipit-source-id: 5c59869911785b0181b1663bbf430bc8b7fb2909
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- 21 Jun, 2021 1 commit
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Jeremy Reizenstein authored
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
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- 17 Jun, 2021 1 commit
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Patrick Labatut authored
Summary: Increase code coverage of shader and re-include them in code coverage test Reviewed By: nikhilaravi Differential Revision: D29097503 fbshipit-source-id: 2791989ee1562cfa193f3addea0ce72d6840614a
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