- 17 May, 2025 1 commit
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fengzch authored
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- 03 Mar, 2024 1 commit
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Amethyst Reese authored
Summary: Formats the covered files with pyfmt. paintitblack Reviewed By: aleivag Differential Revision: D54447727 fbshipit-source-id: 8844b1caa08de94d04ac4df3c768dbf8c865fd2f
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- 13 Feb, 2024 1 commit
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Jeremy Reizenstein authored
Summary: Add an option to run tests without the OpenGL Renderer. Reviewed By: patricklabatut Differential Revision: D53573400 fbshipit-source-id: 54a14e7b2f156d24e0c561fdb279f4a9af01b793
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- 11 Dec, 2023 1 commit
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Eric Young authored
Summary: Performance improvement: Use torch.lerp to map uv coordinates to the range needed for grid_sample (i.e. map [0, 1] to [-1, 1] and invert the y-axis) Reviewed By: bottler Differential Revision: D51961728 fbshipit-source-id: db19a5e3f482e9af7b96b20f88a1e5d0076dac43
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- 12 Jan, 2023 1 commit
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Jeremy Reizenstein authored
Summary: lint fixes Reviewed By: davidsonic Differential Revision: D42451530 fbshipit-source-id: 120bdd58fc074a713895df15df4e9efa9ea0a420
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- 31 Aug, 2022 1 commit
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Jiali Duan authored
Summary: 1) Update rasterizer/point rasterizer to accommodate fisheyecamera. Specifically, transform_points is in placement of explicit transform compositions. 2) In rasterizer unittests, update corresponding tests for rasterizer and point_rasterizer. Address comments to test fisheye against perspective camera when distortions are turned off. 3) Address comments to add end2end test for fisheyecameras. In test_render_meshes, fisheyecameras are added to camera enuerations whenever possible. 4) Test renderings with fisheyecameras of different params on cow mesh. 5) Use compositions for linear cameras whenever possible. Reviewed By: kjchalup Differential Revision: D38932736 fbshipit-source-id: 5b7074fc001f2390f4cf43c7267a8b37fd987547
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- 02 Aug, 2022 1 commit
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Jeremy Reizenstein authored
Summary: Only import it if you ask for it. Reviewed By: kjchalup Differential Revision: D38327167 fbshipit-source-id: 3f05231f26eda582a63afc71b669996342b0c6f9
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- 22 Jul, 2022 1 commit
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Krzysztof Chalupka authored
Summary: Adding MeshRasterizerOpenGL, a faster alternative to MeshRasterizer. The new rasterizer follows the ideas from "Differentiable Surface Rendering via non-Differentiable Sampling". The new rasterizer 20x faster on a 2M face mesh (try pose optimization on Nefertiti from https://www.cs.cmu.edu/~kmcrane/Projects/ModelRepository/!). The larger the mesh, the larger the speedup. There are two main disadvantages: * The new rasterizer works with an OpenGL backend, so requires pycuda.gl and pyopengl installed (though we avoided writing any C++ code, everything is in Python!) * The new rasterizer is non-differentiable. However, you can still differentiate the rendering function if you use if with the new SplatterPhongShader which we recently added to PyTorch3D (see the original paper cited above). Reviewed By: patricklabatut, jcjohnson Differential Revision: D37698816 fbshipit-source-id: 54d120639d3cb001f096237807e54aced0acda25
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- 12 Jul, 2022 1 commit
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Tristan Rice authored
renderer: add support for rendering high dimensional textures for classification/segmentation use cases (#1248) Summary: For 3D segmentation problems it's really useful to be able to train the models from multiple viewpoints using Pytorch3D as the renderer. Currently due to hardcoded assumptions in a few spots the mesh renderer only supports rendering RGB (3 dimensional) data. You can encode the classification information as 3 channel data but if you have more than 3 classes you're out of luck. This relaxes the assumptions to make rendering semantic classes work with `HardFlatShader` and `AmbientLights` with no diffusion/specular. The other shaders/lights don't make any sense for classification since they mutate the texture values in some way. This only requires changes in `Materials` and `AmbientLights`. The bulk of the code is the unit test. Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/1248 Test Plan: Added unit test that renders a 5 dimensional texture and compare dimensions 2-5 to a stored picture. Reviewed By: bottler Differential Revision: D37764610 Pulled By: d4l3k fbshipit-source-id: 031895724d9318a6f6bab5b31055bb3f438176a5
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- 25 May, 2022 2 commits
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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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Krzysztof Chalupka authored
Summary: Splatting shader. See code comments for details. Same API as SoftPhongShader. Reviewed By: jcjohnson Differential Revision: D36354301 fbshipit-source-id: 71ee37f7ff6bb9ce028ba42a65741424a427a92d
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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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- 09 Mar, 2022 1 commit
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Jeremy Reizenstein authored
Summary: As reported in https://github.com/facebookresearch/pytorch3d/pull/1100, _num_faces_per_mesh was changing in the source mesh in join_batch. This affects both TexturesUV and TexturesAtlas Reviewed By: nikhilaravi Differential Revision: D34643675 fbshipit-source-id: d67bdaca7278f18a76cfb15ba59d0ea85575bd36
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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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- 07 Dec, 2021 1 commit
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Jeremy Reizenstein authored
Summary: All the renderers in PyTorch3D (pointclouds including pulsar, meshes, raysampling) use align_corners=False style. NDC space goes between the edges of the outer pixels. For a non square image with W>H, the vertical NDC space goes from -1 to 1 and the horizontal from -W/H to W/H. However it was recently pointed out that functionality which deals with screen space inside the camera classes is inconsistent with this. It unintentionally uses align_corners=True. This fixes that. This would change behaviour of the following: - If you create a camera in screen coordinates, i.e. setting in_ndc=False, then anything you do with the camera which touches NDC space may be affected, including trying to use renderers. The transform_points_screen function will not be affected... - If you call the function “transform_points_screen” on a camera defined in NDC space results will be different. I have illustrated in the diff how to get the old results from the new results but this probably isn’t the right long-term solution.. Reviewed By: gkioxari Differential Revision: D32536305 fbshipit-source-id: 377325a9137282971dcb7ca11a6cba3fc700c9ce
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- 13 Sep, 2021 1 commit
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Jeremy Reizenstein authored
Summary: Fix issue #826. This is a correction to the joining of TexturesUV into a single scene. Reviewed By: nikhilaravi Differential Revision: D30767092 fbshipit-source-id: 03ba6a1d2f22e569d1b3641cd13ddbb8dcb87ec7
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- 09 Aug, 2021 1 commit
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Nikhila Ravi authored
Summary: Fix to resolve GitHub issue #796 - the cameras were being passed in the renderer forward pass instead of at initialization. The rasterizer was correctly using the cameras passed in the `kwargs` for the projection, but the `cameras` are still part of the `kwargs` for the `get_screen_to_ndc_transform` and `get_ndc_to_screen_transform` functions which is causing issues about duplicate arguments. Reviewed By: bottler Differential Revision: D30175679 fbshipit-source-id: 547e88d8439456e728fa2772722df5fa0fe4584d
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- 02 Aug, 2021 1 commit
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Georgia Gkioxari authored
Summary: API fix for NDC/screen cameras and compatibility with PyTorch3D renderers. With this new fix: * Users can define cameras and `transform_points` under any coordinate system conventions. The transformation applies the camera K and RT to the input points, not regarding for PyTorch3D conventions. So this makes cameras completely independent from PyTorch3D renderer. * Cameras can be defined either in NDC space or screen space. For existing ones, FoV cameras are in NDC space. Perspective/Orthographic can be defined in NDC or screen space. * The interface with PyTorch3D renderers happens through `transform_points_ndc` which transforms points to the NDC space and assumes that input points are provided according to PyTorch3D conventions. * Similarly, `transform_points_screen` transforms points to screen space and again assumes that input points are under PyTorch3D conventions. * For Orthographic/Perspective cameras, if they are defined in screen space, the `get_ndc_camera_transform` allows points to be converted to NDC for use for the renderers. Reviewed By: nikhilaravi Differential Revision: D26932657 fbshipit-source-id: 1a964e3e7caa54d10c792cf39c4d527ba2fb2e79
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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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- 14 Jun, 2021 1 commit
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Nikhila Ravi authored
Summary: Fixed multiple issues with shape broadcasting in lighting, shading and blending and updated the tests. Reviewed By: bottler Differential Revision: D28997941 fbshipit-source-id: d3ef93f979344076b1d9098a86178b4da63844c8
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- 09 Jun, 2021 1 commit
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Nikhila Ravi authored
Summary: Updated the alpha channel in the `hard_rgb_blend` function to return the mask of the pixels which have overlapping mesh faces. Reviewed By: bottler Differential Revision: D29001604 fbshipit-source-id: 22a2173d769f2d3ad34892d68ceb628f073bca22
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- 26 May, 2021 2 commits
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Jeremy Reizenstein authored
Summary: Specific object to represent light which is 100% everywhere. Sometimes lighting is irrelevant, for example when viewing a mesh which has lighting already baked in. This is not primarily aiming for a performance win but I think the test which has changed might be a bit faster. Reviewed By: theschnitz Differential Revision: D26405151 fbshipit-source-id: 82eae55de0bee918548a3eaf031b002cb95e726c
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Jeremy Reizenstein authored
Summary: If you join several meshes which have TexturesUV textures using join_meshes_as_scene then we amalgamate all the texture images in to a single one. This now checks if some of the images are equal (i.e. the tensors are the same tensor, in the `is` sense; they have the same `id` in Python) and only uses one copy if they are. I have an example of a massive scene made of several textured meshes with some shared, where this makes the difference between fitting the data on the GPU and not. Reviewed By: theschnitz Differential Revision: D25982364 fbshipit-source-id: a8228805f38475c796302e27328a340d9b56c8ef
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- 13 Apr, 2021 1 commit
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Jeremy Reizenstein authored
Summary: Lint after recent changes. Reviewed By: nikhilaravi Differential Revision: D27682328 fbshipit-source-id: 285d159010d886e4e97902995adbdff875fd3c19
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- 09 Apr, 2021 3 commits
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Jeremy Reizenstein authored
Summary: Collection of spelling things, mostly in docs / tutorials. Reviewed By: gkioxari Differential Revision: D26101323 fbshipit-source-id: 652f62bc9d71a4ff872efa21141225e43191353a
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Rong Rong (AI Infra) authored
Summary: Simplify finding the data directories in the tests. Reviewed By: nikhilaravi Differential Revision: D27634293 fbshipit-source-id: dc308a7c86c41e6fae56a2ab58187c9f0335b575
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Rong Rong (AI Infra) authored
Summary: Make common functions for finding directories where test data is found, instead of lots of tests using their own `__file__` while trying to get ./tests/data and the tutorials data. Reviewed By: nikhilaravi Differential Revision: D27633701 fbshipit-source-id: 1467bb6018cea16eba3cab097d713116d51071e9
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- 08 Feb, 2021 2 commits
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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
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Nikhila Ravi authored
Summary: Small update to the cameras and rasterizer to correctly infer the type of camera (perspective vs orthographic). Reviewed By: jcjohnson Differential Revision: D26267225 fbshipit-source-id: a58ed3bc2ab25553d2a4307c734204c1d41b5176
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- 17 Dec, 2020 1 commit
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Nikhila Ravi authored
Summary: Fixes the index out of bound errors for texture sampling from a texture atlas: when barycentric coordinates are 1.0, the integer index into the (R, R) per face texture map is R (max can only be R-1). Reviewed By: gkioxari Differential Revision: D25543803 fbshipit-source-id: 82d0935b981352b49c1d95d5a17f9cc88bad0a82
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- 05 Nov, 2020 1 commit
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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
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- 16 Oct, 2020 1 commit
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Nikhila Ravi authored
Summary: Small fix and updated tests for multigpu rendering case. This resolves the issue seen in: https://github.com/facebookresearch/pytorch3d/issues/401 Reviewed By: gkioxari Differential Revision: D24314681 fbshipit-source-id: 84c5a5359844c77518b48044001daa9a86f3c43a
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- 24 Sep, 2020 1 commit
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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
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- 09 Sep, 2020 1 commit
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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
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- 25 Aug, 2020 1 commit
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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
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- 21 Aug, 2020 2 commits
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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
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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
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- 29 Jul, 2020 1 commit
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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
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- 16 Jul, 2020 1 commit
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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
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- 09 Jun, 2020 1 commit
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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
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