Source code for pytorch3d.renderer.mesh.renderer

# Copyright (c) Meta Platforms, Inc. and affiliates.
# All rights reserved.
#
# This source code is licensed under the BSD-style license found in the
# LICENSE file in the root directory of this source tree.

# pyre-unsafe

from typing import Tuple

import torch
import torch.nn as nn

from ...structures.meshes import Meshes

# A renderer class should be initialized with a
# function for rasterization and a function for shading.
# The rasterizer should:
#     - transform inputs from world -> screen space
#     - rasterize inputs
#     - return fragments
# The shader can take fragments as input along with any other properties of
# the scene and generate images.

# E.g. rasterize inputs and then shade
#
# fragments = self.rasterize(meshes)
# images = self.shader(fragments, meshes)
# return images


[docs] class MeshRenderer(nn.Module): """ A class for rendering a batch of heterogeneous meshes. The class should be initialized with a rasterizer (a MeshRasterizer or a MeshRasterizerOpenGL) and shader class which each have a forward function. """ def __init__(self, rasterizer, shader) -> None: super().__init__() self.rasterizer = rasterizer self.shader = shader
[docs] def to(self, device): # Rasterizer and shader have submodules which are not of type nn.Module self.rasterizer.to(device) self.shader.to(device) return self
[docs] def forward(self, meshes_world: Meshes, **kwargs) -> torch.Tensor: """ Render a batch of images from a batch of meshes by rasterizing and then shading. NOTE: If the blur radius for rasterization is > 0.0, some pixels can have one or more barycentric coordinates lying outside the range [0, 1]. For a pixel with out of bounds barycentric coordinates with respect to a face f, clipping is required before interpolating the texture uv coordinates and z buffer so that the colors and depths are limited to the range for the corresponding face. For this set rasterizer.raster_settings.clip_barycentric_coords=True """ fragments = self.rasterizer(meshes_world, **kwargs) images = self.shader(fragments, meshes_world, **kwargs) return images
[docs] class MeshRendererWithFragments(nn.Module): """ A class for rendering a batch of heterogeneous meshes. The class should be initialized with a rasterizer (a MeshRasterizer or a MeshRasterizerOpenGL) and shader class which each have a forward function. In the forward pass this class returns the `fragments` from which intermediate values such as the depth map can be easily extracted e.g. .. code-block:: python images, fragments = renderer(meshes) depth = fragments.zbuf """ def __init__(self, rasterizer, shader) -> None: super().__init__() self.rasterizer = rasterizer self.shader = shader
[docs] def to(self, device): # Rasterizer and shader have submodules which are not of type nn.Module self.rasterizer.to(device) self.shader.to(device) return self
[docs] def forward( self, meshes_world: Meshes, **kwargs ) -> Tuple[torch.Tensor, torch.Tensor]: """ Render a batch of images from a batch of meshes by rasterizing and then shading. NOTE: If the blur radius for rasterization is > 0.0, some pixels can have one or more barycentric coordinates lying outside the range [0, 1]. For a pixel with out of bounds barycentric coordinates with respect to a face f, clipping is required before interpolating the texture uv coordinates and z buffer so that the colors and depths are limited to the range for the corresponding face. For this set rasterizer.raster_settings.clip_barycentric_coords=True """ fragments = self.rasterizer(meshes_world, **kwargs) images = self.shader(fragments, meshes_world, **kwargs) return images, fragments