- 05 Feb, 2021 1 commit
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Jeremy Reizenstein authored
Summary: Prepare the tutorial notebooks to use wheels from S3 when run on colab. Reviewed By: nikhilaravi Differential Revision: D26226932 fbshipit-source-id: 1f9366c3fb4ba195333a5d5dfa3f6876ea934508
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- 11 Nov, 2020 1 commit
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Jeremy Reizenstein authored
Summary: As mentioned in a comment on https://github.com/facebookresearch/pytorch3d/issues/438, curl must be told to follow redirects. Reviewed By: nikhilaravi Differential Revision: D24870138 fbshipit-source-id: 0c8aeb5146f8699bcea03d4108276fc24e9eab6b
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- 10 Nov, 2020 1 commit
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Jeremy Reizenstein authored
Summary: We now require CUB for building, here we make the tutorials include it. Also make the installation cell do nothing if it has already succeeded. I use curl not wget, and `os.environ` to set the variables not shell methods, because they are more likely to work on Windows. Reviewed By: nikhilaravi Differential Revision: D24860574 fbshipit-source-id: 5be86af15e53f8db016ee0e96fb43153bd69adbc
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- 29 Oct, 2020 1 commit
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Jeremy Reizenstein authored
Summary: We envision `pytorch3d.vis` to contain submodules with different dependencies. Allow (and require) them to be imported independently. Reviewed By: theschnitz Differential Revision: D24622519 fbshipit-source-id: 44840f70f5fd2bd410405bf09546024e48238744
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- 27 Oct, 2020 1 commit
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Jeremy Reizenstein authored
Summary: New methods to directly plot a TexturesUV map with its used points, using PIL and matplotlib. Reviewed By: gkioxari Differential Revision: D23782968 fbshipit-source-id: 692970857b5be13a35a3175dc82ac03963a73555
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- 21 Oct, 2020 1 commit
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Amitav Baruah authored
Summary: Change the two affected tutorials to use plot_scene and plot_batch_individually. Reviewed By: nikhilaravi Differential Revision: D24235480 fbshipit-source-id: ca9d73bfb7ccf733efaf16299c15927406d7f2aa
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- 06 Oct, 2020 1 commit
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Amitav Baruah authored
Summary: Importing from pytorch3d.visualization is wordy, so shortened the path to the vis module and updated the relevant imports. Reviewed By: nikhilaravi Differential Revision: D24116527 fbshipit-source-id: e0e4da7d48c5afedec07482d7be43362b6822445
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- 01 Oct, 2020 1 commit
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Amitav Baruah authored
Summary: Add examples of using the Plotly visualization functions to the corresponding tutorial notebooks. Reviewed By: nikhilaravi Differential Revision: D23879109 fbshipit-source-id: ea8c45aa6c828eb2f6ea2ae1c8846adc486f92e0
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- 26 Aug, 2020 1 commit
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Jeremy Reizenstein authored
Summary: Update the installation cells to import torch. Replace use of deprecated Textures in deform tutorial. Correct the deform tutorial's idea of its own name. Fix typo in batched part of render_textured_meshes which meant only one mesh was being rendered with a batch of cameras. Add an error check in the rasterizer to make the error friendly from such a mistake elsewhere. Reviewed By: gkioxari Differential Revision: D23345462 fbshipit-source-id: 1d5bd25db052f7ef687b7168d7aee5cc4dce8952
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- 25 Aug, 2020 1 commit
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Jeremy Reizenstein authored
Summary: Add a document to explain how to run the tutorials. Fix API of TexturesVertex in fit_textured_mesh. Prepare cuda 10.1 wheels (not 10.2) for linux to be available on pypi - this matches what colab has. Change the tutorials to use these new wheels. Reviewed By: gkioxari Differential Revision: D23324479 fbshipit-source-id: 60e92a3f46a2d878f811b7703638f8d1dae143d9
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- 22 Aug, 2020 1 commit
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Nikhila Ravi authored
Summary: Found a bug in extending textures with vertex uv coordinates. This was due to the padded -> list conversion of vertex uv coordinates i.e. The number of vertices in the mesh and in verts_uvs can differ e.g. if a vertex is shared between 3 faces, it can have up to 3 different uv coordinates. Therefore we cannot convert directly from padded to list using _num_verts_per_mesh Reviewed By: bottler Differential Revision: D23233595 fbshipit-source-id: 0c66d15baae697ead0bdc384f74c27d4c6539fc9
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- 21 Aug, 2020 1 commit
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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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- 03 Jul, 2020 2 commits
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Jeremy Reizenstein authored
Reviewed By: nikhilaravi Differential Revision: D22357376 fbshipit-source-id: c103f9b0c798d4425d642781b5bfbb1a27310270
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Jeremy Reizenstein authored
Summary: It's easier to understand code changes if we don't store the output in the notebooks. This is just a run of nbstripout on all the notebooks. Reviewed By: nikhilaravi Differential Revision: D22357375 fbshipit-source-id: bffdb426af2f676d448630d717658d609c224811
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- 08 Apr, 2020 1 commit
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Nikhila Ravi authored
Summary: Remove `bin_size` and `max_faces_per_pixel` from being specified. This means the coarse-to-fine rasterization will be used by default and will help avoid confusion with the naive version. Reviewed By: jcjohnson Differential Revision: D20908905 fbshipit-source-id: c181c88e844d888aa81a36870918307961dc1175
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- 21 Mar, 2020 1 commit
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Nikhila Ravi authored
Summary: Add a note about the difference between naive and coarse-to-fine rasterization to all the rendering tutorials. Update the render pointclouds tutorial to wget the data file. Reviewed By: gkioxari Differential Revision: D20575257 fbshipit-source-id: a2806b9452438f97cb754f87e011c6e32e2545e4
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- 17 Mar, 2020 3 commits
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Patrick Labatut authored
Summary: Enable spelling linter for Markdown, reStructuredText and IPython notebooks under `fbcode/vision/fair`. Apply suggested fixes. Reviewed By: ppwwyyxx Differential Revision: D20495298 fbshipit-source-id: 95310c7b51f9fa68ba2aa34ecc39a874da36a75c
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Nikhila Ravi authored
Summary: A few small website updates: - changed the tutorials to point to the `stable` tag on github so we don't have to update the website each time we want to run them! - changed the colab button - re ran notebook cells to update the images for textured meshes Once these fixes are landed I can build and publish the website. Reviewed By: bottler Differential Revision: D20484836 fbshipit-source-id: 603a05e752f631c60d1a3abb9adeb1b9b451ab98
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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
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- 06 Mar, 2020 1 commit
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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
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- 20 Feb, 2020 1 commit
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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
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- 18 Feb, 2020 1 commit
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Junior Rojas authored
Summary: Pull Request resolved: https://github.com/facebookresearch/pytorch3d/pull/54 Differential Revision: D19951851 Pulled By: gkioxari fbshipit-source-id: cf41d5806c761639d1efa42a633404b248486c30
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- 13 Feb, 2020 1 commit
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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
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- 11 Feb, 2020 1 commit
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Nikhila Ravi authored
Summary: Update all colab notebooks to: - Install pytorch3d using pip install from github. - Retrieve data using `wget`. I set the wget commands to save the files in the same directory structure as in the PyTorch3d repo so that the rest of the tutorial would work for running locally or on Colab. This should resolve the issues on GitHub with running the colab notebooks. Reviewed By: gkioxari Differential Revision: D19827450 fbshipit-source-id: d7b338597ddfd9a84c24592d4dccd274cae11d05
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- 05 Feb, 2020 1 commit
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Nikhila Ravi authored
Summary: Set up landing page, docs page, and html versions of the ipython notebook tutorials. Pull Request resolved: https://github.com/fairinternal/pytorch3d/pull/11 Reviewed By: gkioxari Differential Revision: D19730380 Pulled By: nikhilaravi fbshipit-source-id: 5df8d3f2ac2f8dce4d51f5d14fc336508c2fd0ea
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- 23 Jan, 2020 1 commit
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facebook-github-bot authored
fbshipit-source-id: ad58e416e3ceeca85fae0583308968d04e78fe0d
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