1. 11 Apr, 2022 1 commit
    • Krzysztof Chalupka's avatar
      Submesh 0/n: Default to empty Meshes · aab95575
      Krzysztof Chalupka authored
      Summary:
      The default behavior of Meshes (with verts=None, faces=None) throws an exception:
      ```
      meshes = Meshes()
      > ValueError: Verts and Faces must be either a list or a tensor with shape (batch_size, N, 3) where N is either the maximum number of verts or faces respectively.
      ```
      
      Instead, let's default to an empty mesh, following e.g. PyTorch:
      ```
      empty_tensor = torch.FloatTensor()
      > torch.tensor([])
      ```
      
      this change is backwards-compatible (you can still init with verts=[], faces=[]).
      
      Reviewed By: bottler, nikhilaravi
      
      Differential Revision: D35443453
      
      fbshipit-source-id: d638a8fef49a089bf0da6dd2201727b94ceb21ec
      aab95575
  2. 25 Feb, 2022 1 commit
    • Jeremy Reizenstein's avatar
      rename types to avoid clash · f8165687
      Jeremy Reizenstein authored
      Summary: There are cases where importing pytorch3d seems to fail (internally at Meta) because of a clash between the builtin types module and ours, so rename ours.
      
      Reviewed By: patricklabatut
      
      Differential Revision: D34426817
      
      fbshipit-source-id: f175448db6a4967a9a3f7bb6f595aad2ffb36455
      f8165687
  3. 03 Feb, 2022 1 commit
  4. 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
  5. 10 Nov, 2021 1 commit
  6. 24 Jun, 2021 2 commits
    • Patrick Labatut's avatar
      Annotate dunder functions · 64289a49
      Patrick Labatut authored
      Summary: Annotate the (return type of the) following dunder functions across the codebase: `__init__()`, `__len__()`, `__getitem__()`
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D29001801
      
      fbshipit-source-id: 928d9e1c417ffe01ab8c0445311287786e997c7c
      64289a49
    • Georgia Gkioxari's avatar
      refactor laplacian matrices · 07a5a68d
      Georgia Gkioxari authored
      Summary:
      Refactor of all functions to compute laplacian matrices in one file.
      Support for:
      * Standard Laplacian
      * Cotangent Laplacian
      * Norm Laplacian
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D29297466
      
      fbshipit-source-id: b96b88915ce8ef0c2f5693ec9b179fd27b70abf9
      07a5a68d
  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. 11 Jun, 2021 1 commit
    • Nikhila Ravi's avatar
      textures dimension check · ef162539
      Nikhila Ravi authored
      Summary:
      When textures are set on `Meshes` we need to check if the dimensions actually match that of the verts/faces in the mesh. There was a github issue where someone tried to set the attribute after construction of the `Meshes` object and ran into an error when trying to sample textures.
      
      The desired usage is to initialize the class with the textures (not set an attribute afterwards) but in any case we need to check the dimensions match before sampling textures.
      
      Reviewed By: bottler
      
      Differential Revision: D29020249
      
      fbshipit-source-id: 9fb8a5368b83c9ec53652df92b96fc8b2613f591
      ef162539
  9. 09 Jun, 2021 1 commit
    • Patrick Labatut's avatar
      Tidy uses of torch.device in Meshes · 633d66f1
      Patrick Labatut authored
      Summary:
      Tidy uses of `torch.device` in `Meshes`:
      - Allow `str` or `torch.device` in `Meshes.to()` method
      - Consistently use `torch.device` for internal type
      - Fix comparison of devices
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D28969461
      
      fbshipit-source-id: 16d3c1f5458954bb11fdf0efea88542e94dccd7a
      633d66f1
  10. 08 Jun, 2021 1 commit
  11. 04 May, 2021 4 commits
    • Jeremy Reizenstein's avatar
      has_verts_normals for Meshes · 66b97a0c
      Jeremy Reizenstein authored
      Summary: Add ability to ask a Meshes if it already has normals. If it does, then requesting normals will not trigger a calculation. MeshesFormatInterpreters will therefore be able to decide whether to save normals.
      
      Reviewed By: theschnitz, nikhilaravi
      
      Differential Revision: D27765261
      
      fbshipit-source-id: 7c87dbf999d5616d20f5eb2c01039ee5ff65a830
      66b97a0c
    • Jeremy Reizenstein's avatar
      Allow setting verts_normals on Meshes · 2bbca5f2
      Jeremy Reizenstein authored
      Summary: Add ability to set the vertex normals when creating a Meshes, so that the pluggable loaders can return them from a file.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D27765258
      
      fbshipit-source-id: b5ddaa00de3707f636f94d9f74d1da12ecce0608
      2bbca5f2
    • Jeremy Reizenstein's avatar
      avoid recalculating normals for simple move · 502f15ac
      Jeremy Reizenstein authored
      Summary: If offset_verts_ is used to move meshes with a single vector, the normals won't change so don't need to recalculate. I am planning to allow user-specified vertex normals. This change means that user-specified vertex normals won't get overwritten when they don't need to be.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D27765256
      
      fbshipit-source-id: f6e4d308ac9ac023030325cb75a18d39b966cf88
      502f15ac
    • Jeremy Reizenstein's avatar
      Scale leaves verts normals unchanged · 17633808
      Jeremy Reizenstein authored
      Summary:
      There is no need to recalculate normals when scaling a mesh by a constant. We omit doing this for vertex normals. This will make things less confusing when we allow user-specified vertex normals.
      
      Face normals also don't need recalculating, but they are calculated at the same time as face areas which do, so it is easiest not to change their behavior here. That is convenient because we are not immediately planning to allow user-specified face normals.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D27793476
      
      fbshipit-source-id: 827f1be4bc78bf0391ce3959cce48c4f3ee326fe
      17633808
  12. 09 Apr, 2021 1 commit
    • Jeremy Reizenstein's avatar
      spelling · 124bb5e3
      Jeremy Reizenstein authored
      Summary: Collection of spelling things, mostly in docs / tutorials.
      
      Reviewed By: gkioxari
      
      Differential Revision: D26101323
      
      fbshipit-source-id: 652f62bc9d71a4ff872efa21141225e43191353a
      124bb5e3
  13. 25 Jan, 2021 1 commit
    • Jeremy Reizenstein's avatar
      textures device consistency · d173a2f8
      Jeremy Reizenstein authored
      Summary: Ensure that `mesh2 = mesh.to(device)` doesn't change the device of `mesh.textures`.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D25978610
      
      fbshipit-source-id: 0558cd62132965d8693ebeea05e42b8c1d16cfbf
      d173a2f8
  14. 22 Jan, 2021 1 commit
    • Jeremy Reizenstein's avatar
      Allow single offset in offset_verts · ddebdfbc
      Jeremy Reizenstein authored
      Summary:
      It is common when trying things out to want to move a whole mesh or point cloud by the same amount. Here we allow the offset functions to broadcast.
      
      Also add a sanity check to join_meshes_as_scene which it is easy to call wrongly.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D25980593
      
      fbshipit-source-id: cdf1568e1317e3b81ad94ed4e608ba7eef81290b
      ddebdfbc
  15. 15 Dec, 2020 1 commit
  16. 20 Oct, 2020 1 commit
    • Jeremy Reizenstein's avatar
      Reshape for faces_packed_to_edges_packed · abd39031
      Jeremy Reizenstein authored
      Summary:
      As pointed out in #328, we had an indexing operation where a reshape would do and be faster. The resulting faces_packed_to_edges_packed is no longer contiguous.
      
      Also fix a use of faces_packed_to_edges_packed which might modify the object unintentionally.
      
      Reviewed By: theschnitz
      
      Differential Revision: D24390292
      
      fbshipit-source-id: 225677d8fcc1d6b76efad7706718ecdb5182ffe1
      abd39031
  17. 18 Oct, 2020 1 commit
    • Jeremy Reizenstein's avatar
      linter comment strictnesss · 30e4e891
      Jeremy Reizenstein authored
      Summary: The linter has become stricter about the indenting of comments and docstrings. This was accompanied by a codemod. In a few places we can fix the problem nicer than the codemod has.
      
      Reviewed By: gkioxari
      
      Differential Revision: D24363880
      
      fbshipit-source-id: 4cff3bbe3d2a834bc92a490469a2b24fa376e6ab
      30e4e891
  18. 15 Oct, 2020 1 commit
    • John Reese's avatar
      apply black 20.8b1 formatting update · 2d397236
      John Reese authored
      Summary:
      allow-large-files
      
      black_any_style
      
      Reviewed By: zertosh
      
      Differential Revision: D24325133
      
      fbshipit-source-id: b4afe80d1e8b2bc993f4b8e3822c02964df47462
      2d397236
  19. 16 Sep, 2020 1 commit
  20. 25 Aug, 2020 2 commits
    • 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
    • Jeremy Reizenstein's avatar
      align_corners and padding for TexturesUV · e25ccab3
      Jeremy Reizenstein authored
      Summary:
      Allow, and make default, align_corners=True for texture maps. Allow changing the padding_mode and set the default to be "border" which produces more logical results. Some new documentation.
      
      The previous behavior corresponds to padding_mode="zeros" and align_corners=False.
      
      Reviewed By: gkioxari
      
      Differential Revision: D23268775
      
      fbshipit-source-id: 58d6229baa591baa69705bcf97471c80ba3651de
      e25ccab3
  21. 21 Aug, 2020 1 commit
    • 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
  22. 17 Aug, 2020 1 commit
  23. 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
  24. 21 Jul, 2020 1 commit
  25. 10 Jun, 2020 1 commit
    • Jeremy Reizenstein's avatar
      Take care with single integers on gpu · 7f1e63ae
      Jeremy Reizenstein authored
      Summary:
      Pytorch seems to be becoming stricter about integer tensors of shape `(1,)` on GPU and not allowing them to be used as `int`s. For example the following no longer works on pytorch master,
          foo = torch.tensor([3, 5, 3], device="cuda:0")
          torch.arange(10) + foo[0]
      because this is the sum of tensors on different devices.
      
      Here fix tests which recently broke because of this.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D21929745
      
      fbshipit-source-id: 25374f70468d1c895372766f1a9dd61df0833957
      7f1e63ae
  26. 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
  27. 03 Jun, 2020 1 commit
    • Jeremy Reizenstein's avatar
      Avoid plain division involving integers · 5444c53c
      Jeremy Reizenstein authored
      Summary: To avoid pytorch warnings and future behaviour changes, stop using torch.div and / with tensors of integers.
      
      Reviewed By: gkioxari, mruberry
      
      Differential Revision: D21857955
      
      fbshipit-source-id: fb9f3000f3d953352cdc721d2a5f73d3a4bbf4b7
      5444c53c
  28. 23 May, 2020 1 commit
    • Georgia Gkioxari's avatar
      update padded in meshes · 1fb97f9c
      Georgia Gkioxari authored
      Summary:
      Three changes to Meshes
      
      1. `num_verts_per_mesh` and `num_faces_per_mesh` are assigned at construction time and are returned without the need for `compute_packed`
      2. `update_padded` updates `verts_padded` and shallow copies faces list and faces_padded and existing attributes from construction.
      3. `padded_to_packed_idx` does not need `compute_packed`
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D21653674
      
      fbshipit-source-id: dc6815a2e2a925fe4a834fe357919da2b2c14527
      1fb97f9c
  29. 22 May, 2020 1 commit
    • generatedunixname89002005307016's avatar
      suppress errors in `vision` - batch 1 · ae68a54f
      generatedunixname89002005307016 authored
      Summary:
      This diff is auto-generated to upgrade the Pyre version and suppress errors in vision. The upgrade will affect Pyre local configurations in the following directories:
      ```
      vision/ale/search
      vision/fair/fvcore
      vision/fair/pytorch3d
      vision/ocr/rosetta_hash
      vision/vogue/personalization
      ```
      
      Differential Revision: D21688454
      
      fbshipit-source-id: 1f3c3fee42b6da2e162fd0932742ab8c5c96aa45
      ae68a54f
  30. 11 May, 2020 1 commit
  31. 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
  32. 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
  33. 30 Mar, 2020 1 commit
    • Jeremy Reizenstein's avatar
      join_meshes_as_batch · b64fe513
      Jeremy Reizenstein authored
      Summary: rename join_meshes to join_meshes_as_batch.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20671293
      
      fbshipit-source-id: e84d6a67d6c1ec28fb5e52d4607db8e92561a4cd
      b64fe513
  34. 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
  35. 17 Mar, 2020 1 commit