1. 11 Jun, 2021 1 commit
    • Nikhila Ravi's avatar
      textures dimension check · ef162539
      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
      ef162539
  2. 08 Jun, 2021 1 commit
    • Patrick Labatut's avatar
      Improve textures type annotations · c710d8c1
      Patrick Labatut authored
      Summary: Improve type annotations for textures and remove a few pyre fixmes
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D28942630
      
      fbshipit-source-id: 422f2bdf07b435869461ca103d71473aa0c2b814
      c710d8c1
  3. 26 May, 2021 1 commit
    • Jeremy Reizenstein's avatar
      Deduplicate texture maps when joining · e12a0813
      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
      e12a0813
  4. 07 May, 2021 1 commit
  5. 20 Apr, 2021 1 commit
  6. 09 Apr, 2021 1 commit
    • Jeremy Reizenstein's avatar
      spelling · 124bb5e3
      Jeremy Reizenstein authored
      Summary: Collection of spelling things, mostly in docs / tutorials.
      
      Reviewed By: gkioxari
      
      Differential Revision: D26101323
      
      fbshipit-source-id: 652f62bc9d71a4ff872efa21141225e43191353a
      124bb5e3
  7. 25 Jan, 2021 1 commit
    • Jeremy Reizenstein's avatar
      textures device consistency · d173a2f8
      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
      d173a2f8
  8. 17 Dec, 2020 1 commit
    • Nikhila Ravi's avatar
      Texture Atlas sampling bug fix · 01759d8f
      Nikhila Ravi authored
      Summary: Fixes the index out of bound errors for texture sampling from a texture atlas: when barycentric coordinates are 1.0, the integer index into the (R, R) per face texture map is R (max can only be R-1).
      
      Reviewed By: gkioxari
      
      Differential Revision: D25543803
      
      fbshipit-source-id: 82d0935b981352b49c1d95d5a17f9cc88bad0a82
      01759d8f
  9. 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
  10. 15 Oct, 2020 1 commit
    • John Reese's avatar
      apply black 20.8b1 formatting update · 2d397236
      John Reese authored
      Summary:
      allow-large-files
      
      black_any_style
      
      Reviewed By: zertosh
      
      Differential Revision: D24325133
      
      fbshipit-source-id: b4afe80d1e8b2bc993f4b8e3822c02964df47462
      2d397236
  11. 06 Oct, 2020 1 commit
    • Georgia Gkioxari's avatar
      add texture vertex sampling functionality to textures · e651a429
      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
      e651a429
  12. 01 Oct, 2020 1 commit
    • Patrick Labatut's avatar
      Fix a few linting warnings · 8219a52c
      Patrick Labatut authored
      Summary: Fix a few linting warnings
      
      Reviewed By: nikhilaravi
      
      Differential Revision: D20720810
      
      fbshipit-source-id: c5b6a25fdd7971cc8743b54bbe162464a874071d
      8219a52c
  13. 28 Sep, 2020 1 commit
  14. 21 Sep, 2020 1 commit
    • Jeremy Reizenstein's avatar
      Fix TexturesUV doc · ea0e762c
      Jeremy Reizenstein authored
      Summary: Fix map size in the comment.
      
      Reviewed By: gkioxari
      
      Differential Revision: D23813431
      
      fbshipit-source-id: e0777beadd7473014c1b79ad9f850d10f3549599
      ea0e762c
  15. 02 Sep, 2020 1 commit
  16. 25 Aug, 2020 2 commits
    • Jeremy Reizenstein's avatar
      amalgamate meshes with texture into a single scene · 909dc835
      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
      909dc835
    • Jeremy Reizenstein's avatar
      align_corners and padding for TexturesUV · e25ccab3
      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
      e25ccab3
  17. 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
  18. 21 Aug, 2020 1 commit
    • Jeremy Reizenstein's avatar
      Fix batching bug from TexturesUV packed ambiguity, other textures tidyup · 9a50cf80
      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
      9a50cf80
  19. 17 Aug, 2020 1 commit
  20. 30 Jul, 2020 1 commit
  21. 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