1. 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
  2. 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
  3. 17 Mar, 2020 1 commit
  4. 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
  5. 29 Feb, 2020 1 commit
    • Nikhila Ravi's avatar
      Barycentric clipping in the renderer and flat shading · ff19c642
      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
      ff19c642
  6. 20 Feb, 2020 1 commit
  7. 23 Jan, 2020 1 commit