1. 10 Nov, 2020 1 commit
    • Jeremy Reizenstein's avatar
      CUB when installing inside tutorials · de7af4a7
      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
      de7af4a7
  2. 29 Oct, 2020 1 commit
    • Jeremy Reizenstein's avatar
      import vis parts separately · fdcf3687
      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
      fdcf3687
  3. 27 Oct, 2020 1 commit
    • Jeremy Reizenstein's avatar
      images for debugging TexturesUV · aa4cc0ad
      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
      aa4cc0ad
  4. 21 Oct, 2020 1 commit
    • Amitav Baruah's avatar
      Update tutorials to reflect plotly refactor · 3d1863ce
      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
      3d1863ce
  5. 06 Oct, 2020 1 commit
    • Amitav Baruah's avatar
      Rename visualization to vis · 5d65a0cf
      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
      5d65a0cf
  6. 01 Oct, 2020 1 commit
    • Amitav Baruah's avatar
      Add plotly visualization examples · a03fd732
      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
      a03fd732
  7. 26 Aug, 2020 1 commit
    • Jeremy Reizenstein's avatar
      tutorial fixes. validate #cameras · 9aeb88b4
      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
      9aeb88b4
  8. 25 Aug, 2020 1 commit
    • Jeremy Reizenstein's avatar
      tutorial fixes from #336. Wheels with cuda10.1. · 32484500
      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
      32484500
  9. 22 Aug, 2020 1 commit
    • Nikhila Ravi's avatar
      Tutorials textures updates and fix bug in extending meshes with uv textures · 90f6a005
      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
      90f6a005
  10. 21 Aug, 2020 1 commit
    • 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
  11. 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
  12. 03 Jul, 2020 2 commits
    • Jeremy Reizenstein's avatar
      CPU device for tutorials · 275ddade
      Jeremy Reizenstein authored
      Reviewed By: nikhilaravi
      
      Differential Revision: D22357376
      
      fbshipit-source-id: c103f9b0c798d4425d642781b5bfbb1a27310270
      275ddade
    • Jeremy Reizenstein's avatar
      strip output from tutorials · 52979226
      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
      52979226
  13. 08 Apr, 2020 1 commit
    • Nikhila Ravi's avatar
      remove bin_size from the settings in the tutorials · 474c8b45
      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
      474c8b45
  14. 21 Mar, 2020 1 commit
    • Nikhila Ravi's avatar
      Tutorial updates · 6d34e1c6
      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
      6d34e1c6
  15. 17 Mar, 2020 3 commits
    • Patrick Labatut's avatar
      Enable spelling linter for Markdown, reStructuredText and IPython notebooks · c9742d00
      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
      c9742d00
    • Nikhila Ravi's avatar
      website updates · 3901dbe4
      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
      3901dbe4
    • 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
  16. 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
  17. 20 Feb, 2020 1 commit
    • 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
  18. 18 Feb, 2020 1 commit
  19. 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
  20. 11 Feb, 2020 1 commit
    • Nikhila Ravi's avatar
      Update tutorials for Google Colab · 09992a38
      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
      09992a38
  21. 05 Feb, 2020 1 commit
  22. 23 Jan, 2020 1 commit