1. 05 Nov, 2020 1 commit
    • Dave Schnizlein's avatar
      Add MeshRendererWithFragments class to also return fragments after rendering · 83fef0a5
      Dave Schnizlein authored
      Summary: Users want to be able to obtain the depth from the renderer. Current work-around requires running the rasterizer and extra time. This change creates a new renderer class that also returns the fragments from the rasterizer.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D24432381
      
      fbshipit-source-id: 6552e8a6bfee646791afb34bdb7452fbc4094aed
      83fef0a5
  2. 16 Oct, 2020 1 commit
  3. 24 Sep, 2020 1 commit
    • Nikhila Ravi's avatar
      Support for moving the renderer to a new device · 956d3a01
      Nikhila Ravi authored
      Summary:
      Support for moving all the tensors of the renderer to another device by calling `renderer.to(new_device)`
      
      Currently the `MeshRenderer`, `MeshRasterizer` and `SoftPhongShader` (and other shaders) are all of type `nn.Module` which already supports easily moving tensors of submodules (defined as class attributes) to a different device. However the class attributes of the rasterizer and shader (e.g. cameras, lights, materials), are of type `TensorProperties`, not nn.Module so we need to explicity create a `to` method to move these tensors to device. Note that the `TensorProperties` class already has a `to` method so we only need to call `cameras.to(device)` and don't need to worry about the internal tensors.
      
      The other option is of course making these other classes (cameras, lights etc) also of type nn.Module.
      
      Reviewed By: gkioxari
      
      Differential Revision: D23885107
      
      fbshipit-source-id: d71565c442181f739de4d797076ed5d00fb67f8e
      956d3a01
  4. 09 Sep, 2020 1 commit
    • Steve Branson's avatar
      Fix softmax_rgb_blend() when mesh is outside zfar · f8ea5906
      Steve Branson authored
      Summary:
      This fixes two small issues with blending.py:softmax_rgb_blend():
        1) zfar and znear attributes are propagated from the camera settings instead of just using default settings of znear=1.0 and zfar=100.0
        2) A check is added to prevent arithmetic overflow in softmax_rgb_blend()
      
      This is a fix in response to https://github.com/facebookresearch/pytorch3d/issues/334
      where meshes rendererd using a SoftPhongShader with faces_per_pixel=1 appear black.  This only occurs when the scale of the mesh is large (vertex values > 100, where 100 is the default value of zfar).  This fix allows the caller to increase the value of cameras.zfar to match the scale of her/his mesh.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D23517541
      
      fbshipit-source-id: ab8631ce9e5f2149f140b67b13eff857771b8807
      f8ea5906
  5. 25 Aug, 2020 1 commit
    • Jeremy Reizenstein's avatar
      amalgamate meshes with texture into a single scene · 909dc835
      Jeremy Reizenstein authored
      Summary:
      Add a join_scene method to all the textures to allow the join_mesh function to include textures. Rename the join_mesh function to join_meshes_as_scene.
      
      For TexturesAtlas, we now interpolate if the user attempts to have the resolution vary across the batch. This doesn't look great if the resolution is already very low.
      
      For TexturesUV, a rectangle packing function is required, this does something simple.
      
      Reviewed By: gkioxari
      
      Differential Revision: D23188773
      
      fbshipit-source-id: c013db061a04076e13e90ccc168a7913e933a9c5
      909dc835
  6. 21 Aug, 2020 2 commits
    • Jeremy Reizenstein's avatar
      Fix batching bug from TexturesUV packed ambiguity, other textures tidyup · 9a50cf80
      Jeremy Reizenstein authored
      Summary:
      faces_uvs_packed and verts_uvs_packed were only used in one place and the definition of the former was ambiguous. This meant that the wrong coordinates could be used for meshes other than the first in the batch. I have therefore removed both functions and build their common result inline. Added a test that a simple batch of two meshes is rendered consistently with the rendering of each alone. This test would have failed before.
      
      I hope this fixes https://github.com/facebookresearch/pytorch3d/issues/283.
      
      Some other small improvements to the textures code.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D23161936
      
      fbshipit-source-id: f99b560a46f6b30262e07028b049812bc04350a7
      9a50cf80
    • Georgia Gkioxari's avatar
      camera refactoring · 57a22e73
      Georgia Gkioxari authored
      Summary:
      Refactor cameras
      * CamerasBase was enhanced with `transform_points_screen` that transforms projected points from NDC to screen space
      * OpenGLPerspective, OpenGLOrthographic -> FoVPerspective, FoVOrthographic
      * SfMPerspective, SfMOrthographic -> Perspective, Orthographic
      * PerspectiveCamera can optionally be constructred with screen space parameters
      * Note on Cameras and coordinate systems was added
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D23168525
      
      fbshipit-source-id: dd138e2b2cc7e0e0d9f34c45b8251c01266a2063
      57a22e73
  7. 29 Jul, 2020 1 commit
    • Nikhila Ravi's avatar
      Texturing API updates · a3932960
      Nikhila Ravi authored
      Summary:
      A fairly big refactor of the texturing API with some breaking changes to how textures are defined.
      
      Main changes:
      - There are now 3 types of texture classes: `TexturesUV`, `TexturesAtlas` and `TexturesVertex`. Each class:
         - has a `sample_textures` function which accepts the `fragments` from rasterization and returns `texels`. This means that the shaders will not need to know the type of the mesh texture which will resolve several issues people were reporting on GitHub.
        -  has a `join_batch` method for joining multiple textures of the same type into a batch
      
      Reviewed By: gkioxari
      
      Differential Revision: D21067427
      
      fbshipit-source-id: 4b346500a60181e72fdd1b0dd89b5505c7a33926
      a3932960
  8. 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
  9. 09 Jun, 2020 1 commit
    • Luya Gao's avatar
      Adding join_mesh in pytorch3d.structures.meshes · e053d7c4
      Luya Gao authored
      Summary: Adding a function in pytorch3d.structures.meshes to join multiple meshes into a Meshes object representing a single mesh. The function currently ignores all textures.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D21876908
      
      fbshipit-source-id: 448602857e9d3d3f774d18bb4e93076f78329823
      e053d7c4
  10. 01 Jun, 2020 1 commit
    • Luya Gao's avatar
      Adding support for changing background color · 65620e71
      Luya Gao authored
      Summary: Adds support to hard_rgb_blend and hard blending shaders in shader.py (HardPhongShader, HardGouraudShader, and HardFlatShader) for changing the background color on which objects are rendered
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D21746062
      
      fbshipit-source-id: 08001200f4339d6a69c52405c6b8f4cac9f3f56e
      65620e71
  11. 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
  12. 11 Apr, 2020 1 commit
    • Georgia Gkioxari's avatar
      point mesh distances · 487d4d66
      Georgia Gkioxari authored
      Summary:
      Implementation of point to mesh distances. The current diff contains two types:
      (a) Point to Edge
      (b) Point to Face
      
      ```
      
      Benchmark                                       Avg Time(μs)      Peak Time(μs) Iterations
      --------------------------------------------------------------------------------
      POINT_MESH_EDGE_4_100_300_5000_cuda:0                2745            3138            183
      POINT_MESH_EDGE_4_100_300_10000_cuda:0               4408            4499            114
      POINT_MESH_EDGE_4_100_3000_5000_cuda:0               4978            5070            101
      POINT_MESH_EDGE_4_100_3000_10000_cuda:0              9076            9187             56
      POINT_MESH_EDGE_4_1000_300_5000_cuda:0               1411            1487            355
      POINT_MESH_EDGE_4_1000_300_10000_cuda:0              4829            5030            104
      POINT_MESH_EDGE_4_1000_3000_5000_cuda:0              7539            7620             67
      POINT_MESH_EDGE_4_1000_3000_10000_cuda:0            12088           12272             42
      POINT_MESH_EDGE_8_100_300_5000_cuda:0                3106            3222            161
      POINT_MESH_EDGE_8_100_300_10000_cuda:0               8561            8648             59
      POINT_MESH_EDGE_8_100_3000_5000_cuda:0               6932            7021             73
      POINT_MESH_EDGE_8_100_3000_10000_cuda:0             24032           24176             21
      POINT_MESH_EDGE_8_1000_300_5000_cuda:0               5272            5399             95
      POINT_MESH_EDGE_8_1000_300_10000_cuda:0             11348           11430             45
      POINT_MESH_EDGE_8_1000_3000_5000_cuda:0             17478           17683             29
      POINT_MESH_EDGE_8_1000_3000_10000_cuda:0            25961           26236             20
      POINT_MESH_EDGE_16_100_300_5000_cuda:0               8244            8323             61
      POINT_MESH_EDGE_16_100_300_10000_cuda:0             18018           18071             28
      POINT_MESH_EDGE_16_100_3000_5000_cuda:0             19428           19544             26
      POINT_MESH_EDGE_16_100_3000_10000_cuda:0            44967           45135             12
      POINT_MESH_EDGE_16_1000_300_5000_cuda:0              7825            7937             64
      POINT_MESH_EDGE_16_1000_300_10000_cuda:0            18504           18571             28
      POINT_MESH_EDGE_16_1000_3000_5000_cuda:0            65805           66132              8
      POINT_MESH_EDGE_16_1000_3000_10000_cuda:0           90885           91089              6
      --------------------------------------------------------------------------------
      
      Benchmark                                       Avg Time(μs)      Peak Time(μs) Iterations
      --------------------------------------------------------------------------------
      POINT_MESH_FACE_4_100_300_5000_cuda:0                1561            1685            321
      POINT_MESH_FACE_4_100_300_10000_cuda:0               2818            2954            178
      POINT_MESH_FACE_4_100_3000_5000_cuda:0              15893           16018             32
      POINT_MESH_FACE_4_100_3000_10000_cuda:0             16350           16439             31
      POINT_MESH_FACE_4_1000_300_5000_cuda:0               3179            3278            158
      POINT_MESH_FACE_4_1000_300_10000_cuda:0              2353            2436            213
      POINT_MESH_FACE_4_1000_3000_5000_cuda:0             16262           16336             31
      POINT_MESH_FACE_4_1000_3000_10000_cuda:0             9334            9448             54
      POINT_MESH_FACE_8_100_300_5000_cuda:0                4377            4493            115
      POINT_MESH_FACE_8_100_300_10000_cuda:0               9728            9822             52
      POINT_MESH_FACE_8_100_3000_5000_cuda:0              26428           26544             19
      POINT_MESH_FACE_8_100_3000_10000_cuda:0             42238           43031             12
      POINT_MESH_FACE_8_1000_300_5000_cuda:0               3891            3982            129
      POINT_MESH_FACE_8_1000_300_10000_cuda:0              5363            5429             94
      POINT_MESH_FACE_8_1000_3000_5000_cuda:0             20998           21084             24
      POINT_MESH_FACE_8_1000_3000_10000_cuda:0            39711           39897             13
      POINT_MESH_FACE_16_100_300_5000_cuda:0               5955            6001             84
      POINT_MESH_FACE_16_100_300_10000_cuda:0             12082           12144             42
      POINT_MESH_FACE_16_100_3000_5000_cuda:0             44996           45176             12
      POINT_MESH_FACE_16_100_3000_10000_cuda:0            73042           73197              7
      POINT_MESH_FACE_16_1000_300_5000_cuda:0              8292            8374             61
      POINT_MESH_FACE_16_1000_300_10000_cuda:0            19442           19506             26
      POINT_MESH_FACE_16_1000_3000_5000_cuda:0            36059           36194             14
      POINT_MESH_FACE_16_1000_3000_10000_cuda:0           64644           64822              8
      --------------------------------------------------------------------------------
      ```
      
      Reviewed By: jcjohnson
      
      Differential Revision: D20590462
      
      fbshipit-source-id: 42a39837b514a546ac9471bfaff60eefe7fae829
      487d4d66
  13. 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
  14. 17 Mar, 2020 1 commit
  15. 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
  16. 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
  17. 29 Feb, 2020 1 commit
    • Nikhila Ravi's avatar
      Barycentric clipping in the renderer and flat shading · ff19c642
      Nikhila Ravi authored
      Summary:
      Updates to the Renderer to enable barycentric clipping. This is important when there is blurring in the rasterization step.
      
      Also added support for flat shading.
      
      Reviewed By: jcjohnson
      
      Differential Revision: D19934259
      
      fbshipit-source-id: 036e48636cd80d28a04405d7a29fcc71a2982904
      ff19c642
  18. 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
  19. 13 Feb, 2020 1 commit
    • Jeremy Reizenstein's avatar
      Single function to load meshes from OBJs. join_meshes. · 8fe65d5f
      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
      8fe65d5f
  20. 23 Jan, 2020 1 commit