shader¶
-
class
pytorch3d.renderer.mesh.shader.
HardPhongShader
(device: Union[str, torch.device] = 'cpu', cameras: Optional[pytorch3d.renderer.utils.TensorProperties] = None, lights: Optional[pytorch3d.renderer.utils.TensorProperties] = None, materials: Optional[pytorch3d.renderer.materials.Materials] = None, blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ Per pixel lighting - the lighting model is applied using the interpolated coordinates and normals for each pixel. The blending function hard assigns the color of the closest face for each pixel.
To use the default values, simply initialize the shader with the desired device e.g.
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class
pytorch3d.renderer.mesh.shader.
SoftPhongShader
(device: Union[str, torch.device] = 'cpu', cameras: Optional[pytorch3d.renderer.utils.TensorProperties] = None, lights: Optional[pytorch3d.renderer.utils.TensorProperties] = None, materials: Optional[pytorch3d.renderer.materials.Materials] = None, blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ Per pixel lighting - the lighting model is applied using the interpolated coordinates and normals for each pixel. The blending function returns the soft aggregated color using all the faces per pixel.
To use the default values, simply initialize the shader with the desired device e.g.
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class
pytorch3d.renderer.mesh.shader.
HardGouraudShader
(device: Union[str, torch.device] = 'cpu', cameras: Optional[pytorch3d.renderer.utils.TensorProperties] = None, lights: Optional[pytorch3d.renderer.utils.TensorProperties] = None, materials: Optional[pytorch3d.renderer.materials.Materials] = None, blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ Per vertex lighting - the lighting model is applied to the vertex colors and the colors are then interpolated using the barycentric coordinates to obtain the colors for each pixel. The blending function hard assigns the color of the closest face for each pixel.
To use the default values, simply initialize the shader with the desired device e.g.
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class
pytorch3d.renderer.mesh.shader.
SoftGouraudShader
(device: Union[str, torch.device] = 'cpu', cameras: Optional[pytorch3d.renderer.utils.TensorProperties] = None, lights: Optional[pytorch3d.renderer.utils.TensorProperties] = None, materials: Optional[pytorch3d.renderer.materials.Materials] = None, blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ Per vertex lighting - the lighting model is applied to the vertex colors and the colors are then interpolated using the barycentric coordinates to obtain the colors for each pixel. The blending function returns the soft aggregated color using all the faces per pixel.
To use the default values, simply initialize the shader with the desired device e.g.
-
pytorch3d.renderer.mesh.shader.
TexturedSoftPhongShader
(device: Union[str, torch.device] = 'cpu', cameras: Optional[pytorch3d.renderer.utils.TensorProperties] = None, lights: Optional[pytorch3d.renderer.utils.TensorProperties] = None, materials: Optional[pytorch3d.renderer.materials.Materials] = None, blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ TexturedSoftPhongShader class has been DEPRECATED. Use SoftPhongShader instead. Preserving TexturedSoftPhongShader as a function for backwards compatibility.
-
class
pytorch3d.renderer.mesh.shader.
HardFlatShader
(device: Union[str, torch.device] = 'cpu', cameras: Optional[pytorch3d.renderer.utils.TensorProperties] = None, lights: Optional[pytorch3d.renderer.utils.TensorProperties] = None, materials: Optional[pytorch3d.renderer.materials.Materials] = None, blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ Per face lighting - the lighting model is applied using the average face position and the face normal. The blending function hard assigns the color of the closest face for each pixel.
To use the default values, simply initialize the shader with the desired device e.g.
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class
pytorch3d.renderer.mesh.shader.
SoftSilhouetteShader
(blend_params: Optional[pytorch3d.renderer.blending.BlendParams] = None)[source]¶ Calculate the silhouette by blending the top K faces for each pixel based on the 2d euclidean distance of the center of the pixel to the mesh face.
Use this shader for generating silhouettes similar to SoftRasterizer [0].
Note
To be consistent with SoftRasterizer, initialize the RasterizationSettings for the rasterizer with blur_radius = np.log(1. / 1e-4 - 1.) * blend_params.sigma
- [0] Liu et al, ‘Soft Rasterizer: A Differentiable Renderer for Image-based
- 3D Reasoning’, ICCV 2019