- 21 Dec, 2023 1 commit
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Tony Tan authored
Summary: Implement submeshing for TexturesAtlas and add associated test Reviewed By: bottler Differential Revision: D52334053 fbshipit-source-id: d54080e9af1f0c01551702736e858e3bd439ac58
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- 19 Dec, 2023 1 commit
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Hassan Lotfi authored
Summary: Implement `submeshes` for TexturesUV. Fix what Meshes.submeshes passes to the texture's submeshes function to make this possible. Reviewed By: bottler Differential Revision: D52192060 fbshipit-source-id: 526734962e3376aaf75654200164cdcebfff6997
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- 04 Dec, 2023 1 commit
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Jeremy Reizenstein authored
Summary: Fix recent flake complaints Reviewed By: MichaelRamamonjisoa Differential Revision: D51811912 fbshipit-source-id: 65183f5bc7058da910e4d5a63b2250ce8637f1cc
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- 29 Jun, 2022 1 commit
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Brian Hirsh authored
Summary: After landing https://github.com/pytorch/pytorch/pull/69607, that made it an error to use indexing with `cpu_tensor[cuda_indices]`. There was one outstanding test in fbcode that incorrectly used indexing in that way, which is fixed here Reviewed By: bottler, osalpekar Differential Revision: D37128838 fbshipit-source-id: 611b6f717b5b5d89fa61fd9ebeb513ad7e65a656
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- 25 May, 2022 1 commit
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Jeremy Reizenstein authored
Summary: Move testing targets from pytorch3d/tests/TARGETS to pytorch3d/TARGETS. Reviewed By: shapovalov Differential Revision: D36186940 fbshipit-source-id: a4c52c4d99351f885e2b0bf870532d530324039b
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- 15 May, 2022 1 commit
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John Reese authored
Summary: Applies new import merging and sorting from µsort v1.0. When merging imports, µsort will make a best-effort to move associated comments to match merged elements, but there are known limitations due to the diynamic nature of Python and developer tooling. These changes should not produce any dangerous runtime changes, but may require touch-ups to satisfy linters and other tooling. Note that µsort uses case-insensitive, lexicographical sorting, which results in a different ordering compared to isort. This provides a more consistent sorting order, matching the case-insensitive order used when sorting import statements by module name, and ensures that "frog", "FROG", and "Frog" always sort next to each other. For details on µsort's sorting and merging semantics, see the user guide: https://usort.readthedocs.io/en/stable/guide.html#sorting Reviewed By: lisroach Differential Revision: D36402260 fbshipit-source-id: 7cb52f09b740ccc580e61e6d1787d27381a8ce00
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- 11 Apr, 2022 1 commit
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Krzysztof Chalupka authored
Summary: Add submeshing capability for meshes with TexturesVertex. Reviewed By: bottler Differential Revision: D35448534 fbshipit-source-id: 6d16a31a5bfb24ce122cf3c300a7616bc58353d1
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- 04 Jan, 2022 1 commit
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Jeremy Reizenstein authored
Summary: Update all FB license strings to the new format. Reviewed By: patricklabatut Differential Revision: D33403538 fbshipit-source-id: 97a4596c5c888f3c54f44456dc07e718a387a02c
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- 22 Jun, 2021 1 commit
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Patrick Labatut authored
Summary: License lint codebase Reviewed By: theschnitz Differential Revision: D29001799 fbshipit-source-id: 5c59869911785b0181b1663bbf430bc8b7fb2909
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- 11 Jun, 2021 1 commit
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Nikhila Ravi authored
Summary: When textures are set on `Meshes` we need to check if the dimensions actually match that of the verts/faces in the mesh. There was a github issue where someone tried to set the attribute after construction of the `Meshes` object and ran into an error when trying to sample textures. The desired usage is to initialize the class with the textures (not set an attribute afterwards) but in any case we need to check the dimensions match before sampling textures. Reviewed By: bottler Differential Revision: D29020249 fbshipit-source-id: 9fb8a5368b83c9ec53652df92b96fc8b2613f591
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- 26 May, 2021 1 commit
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Jeremy Reizenstein authored
Summary: If you join several meshes which have TexturesUV textures using join_meshes_as_scene then we amalgamate all the texture images in to a single one. This now checks if some of the images are equal (i.e. the tensors are the same tensor, in the `is` sense; they have the same `id` in Python) and only uses one copy if they are. I have an example of a massive scene made of several textured meshes with some shared, where this makes the difference between fitting the data on the GPU and not. Reviewed By: theschnitz Differential Revision: D25982364 fbshipit-source-id: a8228805f38475c796302e27328a340d9b56c8ef
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- 07 May, 2021 1 commit
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Jeremy Reizenstein authored
Summary: Avoid test files explicitly importing TestCase objects from each other, because doing so causes the tests to be discovered twice by unittest discover. This means moving a few static functions out of their classes. I noticed this while trying to fix failures from yesterday. Reviewed By: nikhilaravi Differential Revision: D28194679 fbshipit-source-id: ac6e6585603bd4ef9c098cdd56891d94f8923ba6
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- 25 Jan, 2021 1 commit
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Jeremy Reizenstein authored
Summary: Ensure that `mesh2 = mesh.to(device)` doesn't change the device of `mesh.textures`. Reviewed By: nikhilaravi Differential Revision: D25978610 fbshipit-source-id: 0558cd62132965d8693ebeea05e42b8c1d16cfbf
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- 29 Oct, 2020 1 commit
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Jeremy Reizenstein authored
Summary: This recently added test is sensitive to the version of PIL because of different algorithms to draw ellipses/circles. Remove it as there is no obvious safe way to test this. Replace with a test for the underlying centres_for_image(). Reviewed By: theschnitz Differential Revision: D24622465 fbshipit-source-id: e46d7384df491c71ac87ba8bbbce89507ac40080
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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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- 06 Oct, 2020 1 commit
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Georgia Gkioxari authored
Summary: Enhance every texture type with `faces_verts_textures_packed` that allows users to query the texture of each vertex in mesh Reviewed By: nikhilaravi Differential Revision: D24058778 fbshipit-source-id: 19d0e3a244fa96aae462c47bf52e07dfd3b7c6f0
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- 25 Aug, 2020 2 commits
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Jeremy Reizenstein authored
Summary: Add a join_scene method to all the textures to allow the join_mesh function to include textures. Rename the join_mesh function to join_meshes_as_scene. For TexturesAtlas, we now interpolate if the user attempts to have the resolution vary across the batch. This doesn't look great if the resolution is already very low. For TexturesUV, a rectangle packing function is required, this does something simple. Reviewed By: gkioxari Differential Revision: D23188773 fbshipit-source-id: c013db061a04076e13e90ccc168a7913e933a9c5
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Jeremy Reizenstein authored
Summary: Allow, and make default, align_corners=True for texture maps. Allow changing the padding_mode and set the default to be "border" which produces more logical results. Some new documentation. The previous behavior corresponds to padding_mode="zeros" and align_corners=False. Reviewed By: gkioxari Differential Revision: D23268775 fbshipit-source-id: 58d6229baa591baa69705bcf97471c80ba3651de
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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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Jeremy Reizenstein authored
Summary: faces_uvs_packed and verts_uvs_packed were only used in one place and the definition of the former was ambiguous. This meant that the wrong coordinates could be used for meshes other than the first in the batch. I have therefore removed both functions and build their common result inline. Added a test that a simple batch of two meshes is rendered consistently with the rendering of each alone. This test would have failed before. I hope this fixes https://github.com/facebookresearch/pytorch3d/issues/283. Some other small improvements to the textures code. Reviewed By: nikhilaravi Differential Revision: D23161936 fbshipit-source-id: f99b560a46f6b30262e07028b049812bc04350a7
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- 17 Aug, 2020 1 commit
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Georgia Gkioxari authored
Summary: Add `detach` for Meshes, Pointclouds, Textures Reviewed By: nikhilaravi Differential Revision: D23070418 fbshipit-source-id: 68671124ce114c4495d7ef3c944c9aac3d0db2d8
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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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- 13 Jul, 2020 1 commit
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Justin Johnson authored
Summary: When rendering meshes with Phong shading, interpolate_face_attributes was taking up a nontrivial fraction of the overall shading time. This diff replaces our Python implementation of this function with a CUDA implementation. Reviewed By: nikhilaravi Differential Revision: D21610763 fbshipit-source-id: 2bb362a28f698541812aeab539047264b125ebb8
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- 29 Mar, 2020 1 commit
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Patrick Labatut authored
Summary: Address black + isort fbsource linter warnings from D20558374 (previous diff) Reviewed By: nikhilaravi Differential Revision: D20558373 fbshipit-source-id: d3607de4a01fb24c0d5269634563a7914bddf1c8
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- 17 Mar, 2020 1 commit
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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
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- 12 Mar, 2020 1 commit
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Patrick Labatut authored
Summary: The shebang line `#!<path to interpreter>` is only required for Python scripts, so remove it on source files for class or function definitions. Additionally explicitly mark as executable the actual Python scripts in the codebase. Reviewed By: nikhilaravi Differential Revision: D20095778 fbshipit-source-id: d312599fba485e978a243292f88a180d71e1b55a
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- 11 Mar, 2020 1 commit
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Jeremy Reizenstein authored
Summary: Make Meshes.__getitem__ carry texture information to the new mesh. Reviewed By: gkioxari Differential Revision: D20283976 fbshipit-source-id: d9ee0580c11ac5b4384df9d8158a07e6eb8d00fe
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- 29 Feb, 2020 1 commit
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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
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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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