1. 22 Aug, 2020 1 commit
  2. 21 Aug, 2020 2 commits
    • 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
    • Anton Troynikov's avatar
      Fix 404 link in Renderer Doc (#330) · 370f1c38
      Anton Troynikov authored
      Summary:
      Because of the way Sphinx was parsing this link in Markdown, the link wasn't working properly. This should fix it.
      
      Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/330
      
      Test Plan: Tested via local Sphinx.
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D23244163
      
      Pulled By: atroyn
      
      fbshipit-source-id: 019712a841d76391a5210dcd98c77a822947204a
      370f1c38
  3. 14 Aug, 2020 1 commit
  4. 10 Jul, 2020 1 commit
    • Georgia Gkioxari's avatar
      remove unused params + cubify note · 3d7dea58
      Georgia Gkioxari authored
      Summary:
      This diff
      * removes the unused compositing params
      * adds a note describing cubify
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D22426191
      
      fbshipit-source-id: e8aa32040bb594e1dfd7d6d98e29264feefcec7c
      3d7dea58
  5. 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
  6. 17 Mar, 2020 1 commit
    • Patrick Labatut's avatar
      Use a consistent case for PyTorch3D · 25d2e2c8
      Patrick Labatut authored
      Summary: Use a consistent case for PyTorch3D (matching the logo...): replace all occurrences of PyTorch3d with PyTorch3D across the codebase (including documentation and notebooks)
      
      Reviewed By: wanyenlo, gkioxari
      
      Differential Revision: D20427546
      
      fbshipit-source-id: 8c7697f51434c51e99b7fe271935932c72a1d9b9
      25d2e2c8
  7. 12 Mar, 2020 1 commit
    • Nikhila Ravi's avatar
      Fix coordinate system conventions in point cloud renderer · d01e7228
      Nikhila Ravi authored
      Summary:
      Applying the changes added for mesh rasterization to ensure that +Y is up and +X is left so that the coordinate system is right handed.
      
      Also updated the diagram in the docs to indicate that (0,0) is in the top left hand corner.
      
      Reviewed By: gkioxari
      
      Differential Revision: D20394849
      
      fbshipit-source-id: cfb7c79090eb1f55ad38b92327a74a70a8dc541e
      d01e7228
  8. 08 Mar, 2020 1 commit
    • Georgia Gkioxari's avatar
      Add more DR citations · 112d32ea
      Georgia Gkioxari authored
      Summary: Add more DR citations
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20330205
      
      fbshipit-source-id: 4fb95d422371ae9ff5cdc2693736e36799201477
      112d32ea
  9. 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
  10. 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
  11. 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
  12. 05 Feb, 2020 1 commit
  13. 23 Jan, 2020 1 commit