1. 17 Apr, 2020 1 commit
    • David Novotny's avatar
      Camera inheritance + unprojections · 7788a380
      David Novotny authored
      Summary: Made a CameraBase class. Added `unproject_points` method for each camera class.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20373602
      
      fbshipit-source-id: 7e3da5ae420091b5fcab400a9884ef29ad7a7343
      7788a380
  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. 19 Mar, 2020 1 commit
    • Olivia's avatar
      Accumulate points (#4) · 53599770
      Olivia authored
      Summary:
      Code for accumulating points in the z-buffer in three ways:
      1. weighted sum
      2. normalised weighted sum
      3. alpha compositing
      
      Pull Request resolved: https://github.com/fairinternal/pytorch3d/pull/4
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20522422
      
      Pulled By: gkioxari
      
      fbshipit-source-id: 5023baa05f15e338f3821ef08f5552c2dcbfc06c
      53599770
  4. 20 Feb, 2020 2 commits
    • Patrick Labatut's avatar
      Fix spelling of "Gouraud" · 9ca54891
      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
      9ca54891
    • Nikhila Ravi's avatar
      Shader API more consistent naming · f0dc6511
      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
      f0dc6511
  5. 23 Jan, 2020 1 commit