- 21 Aug, 2020 1 commit
-
-
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
-
- 07 Aug, 2020 2 commits
-
-
Luya Gao authored
Summary: Return R2N2's voxel coordinates. Reviewed By: nikhilaravi Differential Revision: D22462530 fbshipit-source-id: a995cfa0957b2561eb3b0f4591cb1db42170bc68
-
Luya Gao authored
Summary: Return rotation, translation and intrinsic matrices necessary to reproduce R2N2's own renderings. Reviewed By: nikhilaravi Differential Revision: D22462520 fbshipit-source-id: 46a3859743ebc43c7a24f75827d2be3adf3f486b
-
- 29 Jul, 2020 1 commit
-
-
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
-
- 16 Jul, 2020 1 commit
-
-
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
-
- 14 Jul, 2020 3 commits
-
-
Luya Gao authored
Summary: Adding a render function for R2N2. Reviewed By: nikhilaravi Differential Revision: D22230228 fbshipit-source-id: a9f588ddcba15bb5d8be1401f68d730e810b4251
-
Luya Gao authored
Summary: Additional functionality for renderer in ShapeNetCore: users can select which objects to render by specifying their model_ids, or users could choose to render several random objects in some categories, or users could specify indices of the objects in the loaded dataset. (currently doesn't support changing lighting, still investigating why lighting is causing instability in renderings) Reviewed By: nikhilaravi Differential Revision: D22179594 fbshipit-source-id: 74c49094ffa3ea2eb71de9451f9e5da5053d356d
-
Luya Gao authored
Summary: Adding a renderer to ShapeNetCore (Note that the lights are currently turned off for the test; will investigate why lighting causes instability in rendering) Reviewed By: nikhilaravi Differential Revision: D22102673 fbshipit-source-id: a704756a1e93b61d5a879f0e5ee14ebcb0df49d7
-
- 09 Jun, 2020 1 commit
-
-
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
-
- 20 Apr, 2020 1 commit
-
-
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
-
- 17 Mar, 2020 1 commit
-
-
Nikhila Ravi authored
Summary: Fix errors raised by issue on GitHub - extending mesh textures + rendering with Gourad and Phong shaders. https://github.com/facebookresearch/pytorch3d/issues/97 Reviewed By: gkioxari Differential Revision: D20319610 fbshipit-source-id: d1c692ff0b9397a77a9b829c5c731790de70c09f
-
- 06 Mar, 2020 1 commit
-
-
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
-
- 29 Feb, 2020 1 commit
-
-
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
-
- 20 Feb, 2020 1 commit
-
-
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
-
- 23 Jan, 2020 1 commit
-
-
facebook-github-bot authored
fbshipit-source-id: ad58e416e3ceeca85fae0583308968d04e78fe0d
-