1. 06 Oct, 2022 1 commit
    • Gavin Peng's avatar
      Multithread CPU naive mesh rasterization · 6471893f
      Gavin Peng authored
      Summary:
      Threaded the for loop:
      ```
      for (int yi = 0; yi < H; ++yi) {...}
      ```
      in function `RasterizeMeshesNaiveCpu()`.
      Chunk size is approx equal.
      
      Reviewed By: bottler
      
      Differential Revision: D40063604
      
      fbshipit-source-id: 09150269405538119b0f1b029892179501421e68
      6471893f
  2. 25 May, 2022 1 commit
    • Jeremy Reizenstein's avatar
      move targets · 34f648ed
      Jeremy Reizenstein authored
      Summary: Move testing targets from pytorch3d/tests/TARGETS to pytorch3d/TARGETS.
      
      Reviewed By: shapovalov
      
      Differential Revision: D36186940
      
      fbshipit-source-id: a4c52c4d99351f885e2b0bf870532d530324039b
      34f648ed
  3. 12 May, 2022 1 commit
    • John Reese's avatar
      formatting changes from black 22.3.0 · bef959c7
      John Reese authored
      Summary:
      Applies the black-fbsource codemod with the new build of pyfmt.
      
      paintitblack
      
      Reviewed By: lisroach
      
      Differential Revision: D36324783
      
      fbshipit-source-id: 280c09e88257e5e569ab729691165d8dedd767bc
      bef959c7
  4. 13 Apr, 2022 1 commit
    • Tim Hatch's avatar
      apply import merging for fbcode/vision/fair (2 of 2) · 34bbb3ad
      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
      34bbb3ad
  5. 04 Jan, 2022 1 commit
    • Jeremy Reizenstein's avatar
      Update license for company name · 9eeb456e
      Jeremy Reizenstein authored
      Summary: Update all FB license strings to the new format.
      
      Reviewed By: patricklabatut
      
      Differential Revision: D33403538
      
      fbshipit-source-id: 97a4596c5c888f3c54f44456dc07e718a387a02c
      9eeb456e
  6. 23 Sep, 2021 1 commit
    • Jeremy Reizenstein's avatar
      deterministic rasterization · 860b742a
      Jeremy Reizenstein authored
      Summary: Attempt to fix #659, an observation that the rasterizer is nondeterministic, by resolving tied faces by picking those with lower index.
      
      Reviewed By: nikhilaravi, patricklabatut
      
      Differential Revision: D30699039
      
      fbshipit-source-id: 39ed797eb7e9ce7370ae71259ad6b757f9449923
      860b742a
  7. 22 Jun, 2021 1 commit
    • Patrick Labatut's avatar
      License lint codebase · af93f348
      Patrick Labatut authored
      Summary: License lint codebase
      
      Reviewed By: theschnitz
      
      Differential Revision: D29001799
      
      fbshipit-source-id: 5c59869911785b0181b1663bbf430bc8b7fb2909
      af93f348
  8. 08 Apr, 2021 1 commit
    • Jeremy Reizenstein's avatar
      Fix flake exceptions · 24ee2790
      Jeremy Reizenstein authored
      Summary: flake8 no longer respects the black fmt:off message, so include specific line-length exclusion.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D27624641
      
      fbshipit-source-id: adcdb6f55b382fbf252eede3f3ddeda0621da883
      24ee2790
  9. 08 Feb, 2021 1 commit
    • Nikhila Ravi's avatar
      CUDA/C++ Rasterizer updates to handle clipped faces · 340662e9
      Nikhila Ravi authored
      Summary:
      - Updated the C++/CUDA mesh rasterization kernels to handle the clipped faces. In particular this required careful handling of the distance calculation for faces which are cut into a quadrilateral by the image plane and then split into two sub triangles i.e. both sub triangles can't be part of the top K faces.
      - Updated `rasterize_meshes.py` to use the utils functions to clip the meshes and convert the fragments back to in terms of the unclipped mesh
      - Added end to end tests
      
      Reviewed By: jcjohnson
      
      Differential Revision: D26169685
      
      fbshipit-source-id: d64cd0d656109b965f44a35c301b7c81f451cfa0
      340662e9
  10. 09 Dec, 2020 1 commit
    • Nikhila Ravi's avatar
      Non square image rasterization for meshes · d07307a4
      Nikhila Ravi authored
      Summary:
      There are a couple of options for supporting non square images:
      1) NDC stays at [-1, 1] in both directions with the distance calculations all modified by (W/H). There are a lot of distance based calculations (e.g. triangle areas for barycentric coordinates etc) so this requires changes in many places.
      2) NDC is scaled by (W/H) so the smallest side has [-1, 1]. In this case none of the distance calculations need to be updated and only the pixel to NDC calculation needs to be modified.
      
      I decided to go with option 2 after trying option 1!
      
      API Changes:
      - Image size can now be specified optionally as a tuple
      
      TODO:
      - add a benchmark test for the non square case.
      
      Reviewed By: jcjohnson
      
      Differential Revision: D24404975
      
      fbshipit-source-id: 545efb67c822d748ec35999b35762bce58db2cf4
      d07307a4
  11. 21 Aug, 2020 1 commit
    • Steve Branson's avatar
      Temporary fix for mesh rasterization bug for traingles partially behind the camera · 9aaba048
      Steve Branson authored
      Summary: A triangle is culled if any vertex in a triangle is behind the camera.  This fixes incorrect rendering of triangles that are partially behind the camera, where screen coordinate calculations are strange.  It doesn't work for triangles that are partially behind the camera but still intersect with the view frustum.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D22856181
      
      fbshipit-source-id: a9cbaa1327d89601b83d0dfd3e4a04f934a4a213
      9aaba048
  12. 17 Jul, 2020 1 commit
    • Nikhila Ravi's avatar
      pyre and lint fixes · 4f78af61
      Nikhila Ravi authored
      Summary: Fixing several unused imports and pyre/linter warnings.
      
      Reviewed By: bottler
      
      Differential Revision: D22592491
      
      fbshipit-source-id: 463383b9b73a545949475044fb5c531712f8482c
      4f78af61
  13. 16 Jul, 2020 1 commit
    • Nikhila Ravi's avatar
      barycentric clipping in cuda/c++ · cc70950f
      Nikhila Ravi authored
      Summary:
      Added support for barycentric clipping in the C++/CUDA rasterization kernels which can be switched on/off via a rasterization setting.
      
      Added tests and a benchmark to compare with the current implementation in PyTorch - for some cases of large image size/faces per pixel the cuda version is 10x faster.
      
      Reviewed By: gkioxari
      
      Differential Revision: D21705503
      
      fbshipit-source-id: e835c0f927f1e5088ca89020aef5ff27ac3a8769
      cc70950f
  14. 30 Jun, 2020 1 commit
    • Nikhila Ravi's avatar
      mesh rasterizer settings fix · dd4a35cf
      Nikhila Ravi authored
      Summary:
      Fix default setting of `max_faces_per_bin` and update mesh rasterization benchmark tests.
      The previous setting of `max_faces_per_bin` was wrong and for larger mesh sizes and batch sizes it was causing a significant slow down due to an unecessarily large intermediate tensor being created.
      
      Reviewed By: gkioxari
      
      Differential Revision: D22301819
      
      fbshipit-source-id: d5e817f5b917fb5633c9c6a8634b6c8ff65e3508
      dd4a35cf
  15. 05 May, 2020 1 commit
  16. 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
  17. 24 Apr, 2020 2 commits
    • Michele Sanna's avatar
      a formula for bin size for images over 64x64 (#90) · f8acecb6
      Michele Sanna authored
      
      
      Summary:
      Signed-off-by: default avatarMichele Sanna <sanna@arrival.com>
      
      fixes the bin_size calculation with a formula for any image_size > 64. Matches the values chosen so far.
      
      simple test:
      
      ```
      import numpy as np
      import matplotlib.pyplot as plt
      
      image_size = np.arange(64, 2048)
      bin_size = np.where(image_size <= 64, 8, (2 ** np.maximum(np.ceil(np.log2(image_size)) - 4, 4)).astype(int))
      
      print(image_size)
      print(bin_size)
      
      for ims, bins in zip(image_size, bin_size):
          if ims <= 64:
              assert bins == 8
          elif ims <= 256:
              assert bins == 16
          elif ims <= 512:
              assert bins == 32
          elif ims <= 1024:
              assert bins == 64
          elif ims <= 2048:
              assert bins == 128
      
          assert (ims + bins - 1) // bins < 22
      
      plt.plot(image_size, bin_size)
      plt.grid()
      plt.show()
      ```
      
      ![img](https://user-images.githubusercontent.com/54891577/75464693-795bcf00-597f-11ea-9061-26440211691c.png)
      Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/90
      
      Reviewed By: jcjohnson
      
      Differential Revision: D21160372
      
      Pulled By: nikhilaravi
      
      fbshipit-source-id: 660cf5832f4ca5be243c435a6bed969596fc0188
      f8acecb6
    • Nikhila Ravi's avatar
      Cuda updates · c3d636dc
      Nikhila Ravi authored
      Summary:
      Updates to:
      - enable cuda kernel launches on any GPU (not just the default)
      - cuda and contiguous checks for all kernels
      - checks to ensure all tensors are on the same device
      - error reporting in the cuda kernels
      - cuda tests now run on a random device not just the default
      
      Reviewed By: jcjohnson, gkioxari
      
      Differential Revision: D21215280
      
      fbshipit-source-id: 1bedc9fe6c35e9e920bdc4d78ed12865b1005519
      c3d636dc
  18. 22 Apr, 2020 1 commit
    • Nikhila Ravi's avatar
      back face culling in rasterization · 4bf30593
      Nikhila Ravi authored
      Summary:
      Added backface culling as an option to the `raster_settings`. This is needed for the full forward rendering of shapenet meshes with texture (some meshes contain
      multiple overlapping segments which have different textures).
      
      For a triangle (v0, v1, v2) define the vectors A = (v1 - v0) and B = (v2 − v0) and use this to calculate the area of the triangle as:
      ```
      area = 0.5 * A  x B
      area = 0.5 * ((x1 − x0)(y2 − y0) − (x2 − x0)(y1 − y0))
      ```
      The area will be positive if (v0, v1, v2) are oriented counterclockwise (a front face), and negative if (v0, v1, v2) are oriented clockwise (a back face).
      
      We can reuse the `edge_function` as it already calculates the triangle area.
      
      Reviewed By: jcjohnson
      
      Differential Revision: D20960115
      
      fbshipit-source-id: 2d8a4b9ccfb653df18e79aed8d05c7ec0f057ab1
      4bf30593
  19. 20 Apr, 2020 1 commit
    • Nikhila Ravi's avatar
      coarse rasterization bug fix · 9ef1ee84
      Nikhila Ravi authored
      Summary:
      Fix a bug which resulted in a rendering artifacts if the image size was not a multiple of 16.
      Fix: Revert coarse rasterization to original implementation and only update fine rasterization to reverse the ordering of Y and X axis. This is much simpler than the previous approach!
      
      Additional changes:
      - updated mesh rendering end-end tests to check outputs from both naive and coarse to fine rasterization.
      - added pointcloud rendering end-end tests
      
      Reviewed By: gkioxari
      
      Differential Revision: D21102725
      
      fbshipit-source-id: 2e7e1b013dd6dd12b3a00b79eb8167deddb2e89a
      9ef1ee84
  20. 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
  21. 23 Mar, 2020 1 commit
    • Jeremy Reizenstein's avatar
      use assertClose · 595aca27
      Jeremy Reizenstein authored
      Summary: use assertClose in some tests, which enforces shape equality. Fixes some small problems, including graph_conv on an empty graph.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20556912
      
      fbshipit-source-id: 60a61eafe3c03ce0f6c9c1a842685708fb10ac5b
      595aca27
  22. 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
  23. 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
  24. 23 Jan, 2020 1 commit