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kyleleey
commited on
Commit
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f9ae7a0
1
Parent(s):
4d9ecb0
update render pytorch3d bones
Browse files- video3d/render/render.py +6 -2
video3d/render/render.py
CHANGED
@@ -14,6 +14,8 @@ from . import util
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from . import renderutils as ru
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from . import light
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# ==============================================================================================
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# Helper functions
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# ==============================================================================================
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@@ -51,7 +53,9 @@ def shade(
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perturbed_nrm = None
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# Combined texture, used for MLPs because lookups are expensive
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# all_tex_jitter = material.sample(gb_tex_pos + torch.normal(mean=0, std=0.01, size=gb_tex_pos.shape, device="cuda"), feat=feat)
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-
if material
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if im_features_map is None:
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all_tex = material.sample(gb_tex_pos, feat=feat)
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else:
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@@ -87,7 +91,7 @@ def shade(
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################################################################################
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# Normal perturbation & normal bend
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################################################################################
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-
if material is None or not material.perturb_normal:
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perturbed_nrm = None
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gb_normal = ru.prepare_shading_normal(gb_pos, view_pos, perturbed_nrm, gb_normal, gb_tangent, gb_geometric_normal, two_sided_shading=two_sided_shading, opengl=True, use_python=True)
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from . import renderutils as ru
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from . import light
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from .texture import Texture2D
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# ==============================================================================================
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# Helper functions
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# ==============================================================================================
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perturbed_nrm = None
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# Combined texture, used for MLPs because lookups are expensive
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# all_tex_jitter = material.sample(gb_tex_pos + torch.normal(mean=0, std=0.01, size=gb_tex_pos.shape, device="cuda"), feat=feat)
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if isinstance(material, Texture2D):
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all_tex = material.sample(gb_texc, gb_texc_deriv)
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elif material is not None:
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if im_features_map is None:
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all_tex = material.sample(gb_tex_pos, feat=feat)
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else:
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################################################################################
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# Normal perturbation & normal bend
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################################################################################
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if material is None or isinstance(material, Texture2D) or not material.perturb_normal:
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perturbed_nrm = None
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gb_normal = ru.prepare_shading_normal(gb_pos, view_pos, perturbed_nrm, gb_normal, gb_tangent, gb_geometric_normal, two_sided_shading=two_sided_shading, opengl=True, use_python=True)
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