| 文件 | 最后提交记录 | 最后更新时间 |
|---|---|---|
Add tutorial, fix doc and readme for v0.12.0 (#604) * move introduction / explanation for spc to tutorials section Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * add new tutorial, and update readme Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * change version.txt Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 4 年前 | |
fix all notebooks + CI fix + resolve warning on simplicits (#989) * fix all notebooks + CI fix + resolve warning on simplicits Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * update pytorch on docs/readthedocs_requirements.txt Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 个月前 | |
Make USD and OBJ importers consistent for all properties, change handling of material assignments, fix bugs, add option to triangulate. (#724) Non-backward compatible changes to OBJ importer, including: - renamed vertex_normals to normals and fixed doc (this value is normals array is not num_verts x 3, but num_normals x 3) - renamed face_normals to face_normals_idx, which is more accurate - changed material_order to material_assignments tensor with material_id per face - materials are now returned in alphabetical order - fixed handling of materials for non-homogeneous meshes - fixed skip handling of non-homogeneous meshes Other changes to OBJ importer: - added option to triangulate - added handler to fill in missing materials - added material_name to materials Non-backward compatible changes to USD importer, including: - changes material_order to material_assignments tensor with material_id per face (this is original USD repersentation) - materials are now returned in alphabetical order - removed deprecated handlers in kaolin.io.usd Other changes to USD importer: - major refactoring of the USD importer code; multiple bug fixes; more robust tests - added material_name to materials - added option to triangulate - fixed a bug in USD importer handling of uvs in non-homogeneous meshes Other changes: - deprecated heterogeneous_mesh_handler_naive_homogenize, renaming it mesh_handler_naive_triangulate (as it is not specific to heterogeneous mesh handling) - material assignments are now properly handled during triangulation - modified and simplified notebooks, given changes to API - added multi-object multi-material test file: amsterdam.obj, amsterdam.usd - modified notebooks and recipes to be more robust to missing data (e.g. shapenet) and to run both locally and on CI - added IO consistency checks for OBJ/USD for the new amsterdam mesh - removed heterogeneous_mesh_handler_empty, as we will no longer be able to support it with Mesh API Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 3 年前 | |
fix all notebooks + CI fix + resolve warning on simplicits (#989) * fix all notebooks + CI fix + resolve warning on simplicits Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * update pytorch on docs/readthedocs_requirements.txt Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 个月前 | |
fix all notebooks + CI fix + resolve warning on simplicits (#989) * fix all notebooks + CI fix + resolve warning on simplicits Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * update pytorch on docs/readthedocs_requirements.txt Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 个月前 | |
- Added kaolin.render.easy_render, with a standard partial PBR shader for easy mesh rendering: (#800) - kaolin.render.easy_render.render_mesh supporting unbatched mesh rendering with materials and SG lighting, using either nvdiffrast or bundled cuda backend, with consistent results. - support multiple render passes - appears robust (tested on in-the-wild gltf models from sketchfab) - to the extent possible, given wildly different specs, consistent rendering from gltf, obj, usd imports - Refactored kaolin.io.materials.PBRMaterial and moved format-independent representation to kaolin.render.materials.PBRMaterial - Implemented import changes (some NOT backward-compatible), to ensure consistent imports for usd, obj, gltf - obj: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - obj: expanded set of supported material attributes - obj: added option to convert materials to PBRMaterial on import (raw_materials=False) - usd: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - usd: completely reworked material import/export; see kaolin/io/usd/materials.py - usd: major changes to fix silent texture/material overwriting on export (now this option is configurable) - usd: minor changes to import of some USDPreviewSurface maps, with TODO left to select imported channel - usd: texture image loading 10x faster - gltf: fixed normals import in gltf reader (previously not imported) - common: implemented kaolin.io.import_mesh that selects importer based on format - Implemented SurfaceMesh improvements: - flatten: method to flatten list of any batched meshes into one mesh, respecting materials - vertex_colors/face_colors: added support, with auto_compute - vertex_features/face_features: added support, with auto-compute - face_tangents: added support, with auto-compute - utility function to average features (not just normals) across faces of a mesh - extend support of converters like `cuda()` and `to()` to materials of type PBRMaterial - Lighting interface: - added SgLightingParameters for easy Spherical Gaussian parameter handling - Misc: - Consolidated nvdiffrast context handling in a separate file - Added minor utility functions throughout - Tutorial Notebooks: - Reworked interactive_visualizer, gltf_viz notebooks to use easy_render.render_mesh - Added visualization example to working_with_meshes - Adde easy_mesh_render notebook showing new render function - Fixed other notebooks in light of new uvmap conventions - Tests: - extensive tests of all new functionality - moved i/o regression tests for multi-format meshes to more appropriate location (kaolin/io/test_mesh.py) - added extra tests ensuring consistent loading across 3d formats - added avocado and armchair with consistent import from obj, usd, gltf - added consistency/regression tests for the new render function Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 2 年前 | |
- Added kaolin.render.easy_render, with a standard partial PBR shader for easy mesh rendering: (#800) - kaolin.render.easy_render.render_mesh supporting unbatched mesh rendering with materials and SG lighting, using either nvdiffrast or bundled cuda backend, with consistent results. - support multiple render passes - appears robust (tested on in-the-wild gltf models from sketchfab) - to the extent possible, given wildly different specs, consistent rendering from gltf, obj, usd imports - Refactored kaolin.io.materials.PBRMaterial and moved format-independent representation to kaolin.render.materials.PBRMaterial - Implemented import changes (some NOT backward-compatible), to ensure consistent imports for usd, obj, gltf - obj: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - obj: expanded set of supported material attributes - obj: added option to convert materials to PBRMaterial on import (raw_materials=False) - usd: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - usd: completely reworked material import/export; see kaolin/io/usd/materials.py - usd: major changes to fix silent texture/material overwriting on export (now this option is configurable) - usd: minor changes to import of some USDPreviewSurface maps, with TODO left to select imported channel - usd: texture image loading 10x faster - gltf: fixed normals import in gltf reader (previously not imported) - common: implemented kaolin.io.import_mesh that selects importer based on format - Implemented SurfaceMesh improvements: - flatten: method to flatten list of any batched meshes into one mesh, respecting materials - vertex_colors/face_colors: added support, with auto_compute - vertex_features/face_features: added support, with auto-compute - face_tangents: added support, with auto-compute - utility function to average features (not just normals) across faces of a mesh - extend support of converters like `cuda()` and `to()` to materials of type PBRMaterial - Lighting interface: - added SgLightingParameters for easy Spherical Gaussian parameter handling - Misc: - Consolidated nvdiffrast context handling in a separate file - Added minor utility functions throughout - Tutorial Notebooks: - Reworked interactive_visualizer, gltf_viz notebooks to use easy_render.render_mesh - Added visualization example to working_with_meshes - Adde easy_mesh_render notebook showing new render function - Fixed other notebooks in light of new uvmap conventions - Tests: - extensive tests of all new functionality - moved i/o regression tests for multi-format meshes to more appropriate location (kaolin/io/test_mesh.py) - added extra tests ensuring consistent loading across 3d formats - added avocado and armchair with consistent import from obj, usd, gltf - added consistency/regression tests for the new render function Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 2 年前 | |
Small improvements to documentation; improved access to tutorials. (#534) Streamlined installation instructions; other small fixes. Small fixes Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Fixed doc build issue Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Fixed PR comments; fixed rtd theme version; added link for DIB-R example to tutorial notebook. Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 4 年前 | |
Bunch of fixes (#826) * Bunch of fixes Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * update master to main for pytorch ref Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 1 年前 | |
- Added kaolin.render.easy_render, with a standard partial PBR shader for easy mesh rendering: (#800) - kaolin.render.easy_render.render_mesh supporting unbatched mesh rendering with materials and SG lighting, using either nvdiffrast or bundled cuda backend, with consistent results. - support multiple render passes - appears robust (tested on in-the-wild gltf models from sketchfab) - to the extent possible, given wildly different specs, consistent rendering from gltf, obj, usd imports - Refactored kaolin.io.materials.PBRMaterial and moved format-independent representation to kaolin.render.materials.PBRMaterial - Implemented import changes (some NOT backward-compatible), to ensure consistent imports for usd, obj, gltf - obj: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - obj: expanded set of supported material attributes - obj: added option to convert materials to PBRMaterial on import (raw_materials=False) - usd: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - usd: completely reworked material import/export; see kaolin/io/usd/materials.py - usd: major changes to fix silent texture/material overwriting on export (now this option is configurable) - usd: minor changes to import of some USDPreviewSurface maps, with TODO left to select imported channel - usd: texture image loading 10x faster - gltf: fixed normals import in gltf reader (previously not imported) - common: implemented kaolin.io.import_mesh that selects importer based on format - Implemented SurfaceMesh improvements: - flatten: method to flatten list of any batched meshes into one mesh, respecting materials - vertex_colors/face_colors: added support, with auto_compute - vertex_features/face_features: added support, with auto-compute - face_tangents: added support, with auto-compute - utility function to average features (not just normals) across faces of a mesh - extend support of converters like `cuda()` and `to()` to materials of type PBRMaterial - Lighting interface: - added SgLightingParameters for easy Spherical Gaussian parameter handling - Misc: - Consolidated nvdiffrast context handling in a separate file - Added minor utility functions throughout - Tutorial Notebooks: - Reworked interactive_visualizer, gltf_viz notebooks to use easy_render.render_mesh - Added visualization example to working_with_meshes - Adde easy_mesh_render notebook showing new render function - Fixed other notebooks in light of new uvmap conventions - Tests: - extensive tests of all new functionality - moved i/o regression tests for multi-format meshes to more appropriate location (kaolin/io/test_mesh.py) - added extra tests ensuring consistent loading across 3d formats - added avocado and armchair with consistent import from obj, usd, gltf - added consistency/regression tests for the new render function Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 2 年前 | |
introduce compression to the visualizers (#828) * introduce compression to update_canvas Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 1 年前 | |
Simplicits V0 (#806) * initial commit. not running/tested (#805) try to fix test import batch size change. addressing comments last updates minor fixes. rename quat_norm update _safe_division for more types more MR fixes optionally raise error when invalid skeleton of example. move to `math` directory remove quat import from ops init.py fix import paths for test Signed-off-by: Alex Zook <azook@nvidia.com> Signed-off-by: Vismay <vismaym@nvidia.com> * Add support for cpu wheels, extend support for pytorch and python, fix various CI / test issues. (#802) Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> Signed-off-by: Vismay <vismaym@nvidia.com> * Clement's patch code to put everything into a new bracnh from simplicits small docstring latex error trigger CI Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> Signed-off-by: Vismay <vismaym@nvidia.com> Updated docs updated docs for muscle and scene forces Signed-off-by: Vismay <vismaym@nvidia.com> --------- Signed-off-by: Alex Zook <azook@nvidia.com> Signed-off-by: Vismay <vismaym@nvidia.com> Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> Co-authored-by: Alex Zook <azook@nvidia.com> Co-authored-by: Caenorst <cfujitsang@nvidia.com> Co-authored-by: Vismay <vismaym@nvidia.com> | 2 年前 | |
fix all notebooks + CI fix + resolve warning on simplicits (#989) * fix all notebooks + CI fix + resolve warning on simplicits Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * update pytorch on docs/readthedocs_requirements.txt Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 个月前 | |
fix quaternions tutorials and add to tests (#827) * added quaternion tutorial notebook. fixed quaternion recipe Signed-off-by: Alex Zook <azook@nvidia.com> * add tutorial reference and CI test Signed-off-by: Alex Zook <azook@nvidia.com> * typo Signed-off-by: Alex Zook <azook@nvidia.com> * fix missing catch Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Alex Zook <azook@nvidia.com> Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> Co-authored-by: Alex Zook <azook@nvidia.com> | 1 年前 | |
- Added kaolin.render.easy_render, with a standard partial PBR shader for easy mesh rendering: (#800) - kaolin.render.easy_render.render_mesh supporting unbatched mesh rendering with materials and SG lighting, using either nvdiffrast or bundled cuda backend, with consistent results. - support multiple render passes - appears robust (tested on in-the-wild gltf models from sketchfab) - to the extent possible, given wildly different specs, consistent rendering from gltf, obj, usd imports - Refactored kaolin.io.materials.PBRMaterial and moved format-independent representation to kaolin.render.materials.PBRMaterial - Implemented import changes (some NOT backward-compatible), to ensure consistent imports for usd, obj, gltf - obj: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - obj: expanded set of supported material attributes - obj: added option to convert materials to PBRMaterial on import (raw_materials=False) - usd: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - usd: completely reworked material import/export; see kaolin/io/usd/materials.py - usd: major changes to fix silent texture/material overwriting on export (now this option is configurable) - usd: minor changes to import of some USDPreviewSurface maps, with TODO left to select imported channel - usd: texture image loading 10x faster - gltf: fixed normals import in gltf reader (previously not imported) - common: implemented kaolin.io.import_mesh that selects importer based on format - Implemented SurfaceMesh improvements: - flatten: method to flatten list of any batched meshes into one mesh, respecting materials - vertex_colors/face_colors: added support, with auto_compute - vertex_features/face_features: added support, with auto-compute - face_tangents: added support, with auto-compute - utility function to average features (not just normals) across faces of a mesh - extend support of converters like `cuda()` and `to()` to materials of type PBRMaterial - Lighting interface: - added SgLightingParameters for easy Spherical Gaussian parameter handling - Misc: - Consolidated nvdiffrast context handling in a separate file - Added minor utility functions throughout - Tutorial Notebooks: - Reworked interactive_visualizer, gltf_viz notebooks to use easy_render.render_mesh - Added visualization example to working_with_meshes - Adde easy_mesh_render notebook showing new render function - Fixed other notebooks in light of new uvmap conventions - Tests: - extensive tests of all new functionality - moved i/o regression tests for multi-format meshes to more appropriate location (kaolin/io/test_mesh.py) - added extra tests ensuring consistent loading across 3d formats - added avocado and armchair with consistent import from obj, usd, gltf - added consistency/regression tests for the new render function Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 2 年前 | |
Replace rays.py with full raygen functionality (#811) Fix issues with custom resolution pixel grid Fix camera raygen recipe MR fixes round 1 Fix broken test Fix broken test 2 Add raygen tests Fix docs Fix docs due to warning Signed-off-by: operel <operel@nvidia.com> Co-authored-by: operel <operel@nvidia.com> | 2 年前 | |
missing spc_formatting file (#507) Signed-off-by: operel <operel@nvidia.com> Co-authored-by: operel <operel@nvidia.com> | 4 年前 | |
test torch 2.0.1 (#741) Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 年前 | |
exsum redo for scan_octrees complete (#988) Signed-off-by: Charles Loop <cloop@nvidia.com> exsum redo for generate_points complete exsum redo for identify and raytrace complete exsum redo for convolutions exsum redo for spy.py and tests gitignore: ignore .devcontainer and Claude Code local files Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> spc: support both exsum layouts with deprecation warning The exsum redesign changed the exsum/prefix_sum layout from the legacy (num_bytes + batch_size) exclusive-sum-with-leading-zero to the current (num_bytes) inclusive sum. This adds backward compatibility so both layouts work, warning when the legacy layout is encountered. - New _exsum_compat.py: detects layout by length, converts legacy<->current, recovers per-octree byte counts from the pyramid (torch-only, no cycles). - scan_octrees(legacy_exsum=False): opt back into the legacy layout + warning. - Consumers auto-detect/convert at the Python boundary (C++ kernels untouched): generate_points, unbatched_query (spc + bf_recon), unbatched_raytrace, conv3d/conv_transpose3d, and the Spc rep class. - Fix ops/spc/test_spc.py test_scan_octrees expectations the redo missed (still encoded the old layout); add test_exsum_compat.py (11 tests). - Update docstrings + spc_summary.rst. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> spc: rename exsum_compat module off underscore prefix; update copyrights Keeps scan_octrees defaulting to the current exsum layout (legacy_exsum=False). Rolls back the prior legacy-default change. - Rename _exsum_compat.py -> exsum_compat.py (repo policy: no underscore-prefixed new files) and update all imports. - Update copyright headers: 2026 for new files, START_YEAR-2026 for modified. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> spc: rename render-side exclusive_sum identifier to inclusive_sum The octree scan tensor is now an inclusive sum (first element no longer 0), so the lingering internal C++ identifier exclusive_sum in the render raytrace path was mislabeling it. Rename to inclusive_sum (internal only; the function is bound positionally so no Python API change). The bool `exclusive` cumsum/ cumprod flag and cub::DeviceScan::ExclusiveSum are unrelated and left as-is. Prose descriptions of the tensor were already corrected to "inclusive sum"; legacy-layout descriptions correctly remain "exclusive". The public `exsum` name is unchanged here (planned insum rename is a separate follow-up). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> test: drop unused unpacks in test_default_is_current_layout Use underscore placeholders for the unused level/pyramid returns of scan_octrees; only exsum is asserted on. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> docs: update SPC tutorial for the inclusive exsum convention - Rewrite the exsum explanation to describe the inclusive prefix-sum layout (exsum[i] = occupied child cells in bytes 0..i; node i's children span [exsum[i-1], exsum[i])), replacing the old "exclusive sum" wording. - Fix scan_octrees call that passed len(octrees) instead of len(octree). - Clear the affected cells' stale outputs and drop the stale ipywidgets state metadata that cached the old "exclusive sum" text; they regenerate on re-run. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> addded exsum_cat.py to kaolin_ext.py Co-authored-by: Charles Loop <cloop@nvidia.com> | 3 个月前 | |
Make USD and OBJ importers consistent for all properties, change handling of material assignments, fix bugs, add option to triangulate. (#724) Non-backward compatible changes to OBJ importer, including: - renamed vertex_normals to normals and fixed doc (this value is normals array is not num_verts x 3, but num_normals x 3) - renamed face_normals to face_normals_idx, which is more accurate - changed material_order to material_assignments tensor with material_id per face - materials are now returned in alphabetical order - fixed handling of materials for non-homogeneous meshes - fixed skip handling of non-homogeneous meshes Other changes to OBJ importer: - added option to triangulate - added handler to fill in missing materials - added material_name to materials Non-backward compatible changes to USD importer, including: - changes material_order to material_assignments tensor with material_id per face (this is original USD repersentation) - materials are now returned in alphabetical order - removed deprecated handlers in kaolin.io.usd Other changes to USD importer: - major refactoring of the USD importer code; multiple bug fixes; more robust tests - added material_name to materials - added option to triangulate - fixed a bug in USD importer handling of uvs in non-homogeneous meshes Other changes: - deprecated heterogeneous_mesh_handler_naive_homogenize, renaming it mesh_handler_naive_triangulate (as it is not specific to heterogeneous mesh handling) - material assignments are now properly handled during triangulation - modified and simplified notebooks, given changes to API - added multi-object multi-material test file: amsterdam.obj, amsterdam.usd - modified notebooks and recipes to be more robust to missing data (e.g. shapenet) and to run both locally and on CI - added IO consistency checks for OBJ/USD for the new amsterdam mesh - removed heterogeneous_mesh_handler_empty, as we will no longer be able to support it with Mesh API Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 3 年前 | |
- Added kaolin.render.easy_render, with a standard partial PBR shader for easy mesh rendering: (#800) - kaolin.render.easy_render.render_mesh supporting unbatched mesh rendering with materials and SG lighting, using either nvdiffrast or bundled cuda backend, with consistent results. - support multiple render passes - appears robust (tested on in-the-wild gltf models from sketchfab) - to the extent possible, given wildly different specs, consistent rendering from gltf, obj, usd imports - Refactored kaolin.io.materials.PBRMaterial and moved format-independent representation to kaolin.render.materials.PBRMaterial - Implemented import changes (some NOT backward-compatible), to ensure consistent imports for usd, obj, gltf - obj: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - obj: expanded set of supported material attributes - obj: added option to convert materials to PBRMaterial on import (raw_materials=False) - usd: uvs[...,1] is now set to 1 - uvs[..., 1], same as gltf - usd: completely reworked material import/export; see kaolin/io/usd/materials.py - usd: major changes to fix silent texture/material overwriting on export (now this option is configurable) - usd: minor changes to import of some USDPreviewSurface maps, with TODO left to select imported channel - usd: texture image loading 10x faster - gltf: fixed normals import in gltf reader (previously not imported) - common: implemented kaolin.io.import_mesh that selects importer based on format - Implemented SurfaceMesh improvements: - flatten: method to flatten list of any batched meshes into one mesh, respecting materials - vertex_colors/face_colors: added support, with auto_compute - vertex_features/face_features: added support, with auto-compute - face_tangents: added support, with auto-compute - utility function to average features (not just normals) across faces of a mesh - extend support of converters like `cuda()` and `to()` to materials of type PBRMaterial - Lighting interface: - added SgLightingParameters for easy Spherical Gaussian parameter handling - Misc: - Consolidated nvdiffrast context handling in a separate file - Added minor utility functions throughout - Tutorial Notebooks: - Reworked interactive_visualizer, gltf_viz notebooks to use easy_render.render_mesh - Added visualization example to working_with_meshes - Adde easy_mesh_render notebook showing new render function - Fixed other notebooks in light of new uvmap conventions - Tests: - extensive tests of all new functionality - moved i/o regression tests for multi-format meshes to more appropriate location (kaolin/io/test_mesh.py) - added extra tests ensuring consistent loading across 3d formats - added avocado and armchair with consistent import from obj, usd, gltf - added consistency/regression tests for the new render function Signed-off-by: Maria Masha Shugrina <mshugrina@nvidia.com> Co-authored-by: Maria Masha Shugrina <mshugrina@nvidia.com> | 2 年前 | |
fix all notebooks + CI fix + resolve warning on simplicits (#989) * fix all notebooks + CI fix + resolve warning on simplicits Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> * update pytorch on docs/readthedocs_requirements.txt Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> --------- Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 个月前 | |
make mesh / pointcloud usd importer consistent with gaussians (#981) Signed-off-by: Clement Fuji Tsang <cfujitsang@nvidia.com> | 3 个月前 |
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