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This PR changes `dtype` for the tensor generation to\r\nfloat32. This modification reduced VRAM usage (14GB-ish to 8GB-ish, but\r\nmay vary) with the preset config.\r\n\r\nP.S. The RTMV dataset may need a similar change, but this PR does not include it.","shortMessageHtmlLink":"Reduce VRAM usage due to ray tensor generation by setting the tensors…"}},{"before":"47820f180c4d3d25ac26a7ed4f8ec37bf4c7b25d","after":"464ccee8628198a01c0b75d236d65ed9e54201bc","ref":"refs/heads/main","pushedAt":"2023-10-03T14:17:59.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"orperel","name":"Or Perel","path":"/orperel","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/9556101?s=80&v=4"},"commit":{"message":"Bugfix/image training (#177)\n\nSome minor fixes in the image training pipeline. Coord_dim argument was\r\nnot being passed to constructors and defaulted to 3 for 3 dimensions\r\neven in 2d case. 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(see #162)\r\nTo traing the SDF + texture model, I implement closest_point function.\r\n\r\nChanges:\r\n\r\n1. **Change all float variables** in\r\nwisp/csrc/external/mesh2sdf_kernel.cu **into double variables**.\r\nPreviously, when using float variables, there were accumulated numerical\r\nerrors on SDF and closest points' coordinates. (the numerical SDF errors\r\neven reaches 1.xxx ...)\r\n2. Add mesh2sdf_triangle_gpu_fast_nopre function in\r\nwisp/csrc/external/mesh2sdf_kernel.cu which can **return both SDF and\r\nclosest triangle**.\r\n3. Implement closest_point function in wisp/ops/mesh/closest_point.py.\r\nclosest points are calculated from closest triangles returned from\r\nmesh2sdf_triangle_gpu_fast_nopre function.\r\n\r\nTests:\r\n\r\nUnfortunately, I'm not good at pytest code. I just tested the code by\r\nprinting results on terminal.\r\n\r\nTest process:\r\n\r\n1. Add print() in closest_tex() function (wisp/ops/mesh/closest_tex.py) \r\n```python\r\nimport torch\r\nimport numpy as np\r\nfrom .barycentric_coordinates import barycentric_coordinates\r\nfrom .closest_point import closest_point\r\nfrom .sample_tex import sample_tex\r\n\r\ndef closest_tex(\r\n V : torch.Tensor, \r\n F : torch.Tensor,\r\n TV : torch.Tensor,\r\n TF : torch.Tensor,\r\n materials,\r\n points : torch.Tensor):\r\n \"\"\"Returns the closest texture for a set of points.\r\n\r\n V (torch.FloatTensor): mesh vertices of shape [V, 3] \r\n F (torch.LongTensor): mesh face indices of shape [F, 3]\r\n TV (torch.FloatTensor): \r\n TF (torch.FloatTensor):\r\n materials:\r\n points (torch.FloatTensor): sample locations of shape [N, 3]\r\n\r\n Returns:\r\n (torch.FloatTensor): texture samples of shape [N, 3]\r\n \"\"\"\r\n\r\n TV = TV.to(V.device)\r\n TF = TF.to(V.device)\r\n points = points.to(V.device)\r\n\r\n dist, hit_pts, hit_tidx = closest_point(V, F, points)\r\n\r\n ##### !!!test by printing!!! #####\r\n ######################### \r\n print(dist) # should be same with below result\r\n print(((hit_pts - points) ** 2).sum(dim=1).sqrt()) # distance between hit_pts and points should be same with dist\r\n ######################### \r\n ######################### \r\n\r\n hit_F = F[hit_tidx]\r\n hit_V = V[hit_F]\r\n BC = barycentric_coordinates(hit_pts.cuda(), hit_V[:,0], hit_V[:,1], hit_V[:,2])\r\n\r\n hit_TF = TF[hit_tidx]\r\n hit_TM = hit_TF[...,3]\r\n hit_TF = hit_TF[...,:3]\r\n\r\n if TV.shape[0] > 0:\r\n hit_TV = TV[hit_TF]\r\n hit_Tp = (hit_TV * BC.unsqueeze(-1)).sum(1)\r\n else:\r\n hit_Tp = BC\r\n \r\n rgb = sample_tex(hit_Tp, hit_TM, materials)\r\n\r\n return rgb, hit_pts, dist\r\n\r\n```\r\n2. Run following code\r\n```\r\nfrom wisp.datasets.formats import MeshSampledSDFDataset\r\n\r\n\r\ndataset = MeshSampledSDFDataset(mesh_path=\"data/obj/mesh.obj\", split=\"train\", sample_mode=[\"trace\"], num_samples=5000, sample_tex=True, mode_norm=\"sphere\")\r\n```\r\n\r\nResults:\r\n\r\nI also trained the SDF + texture model on some .obj files after\r\nimplementing closest_point function. (However, I don't include training\r\ncode on this PR)\r\n\r\nFirst image is .obj model in blender and second image is the SDF +\r\ntexture model result. (wrong eye coloring is due to wrong .obj texture\r\ndata, so you can ignore it)\r\n\r\n![Untitled\r\n(9)](https://github.com/NVIDIAGameWorks/kaolin-wisp/assets/98357201/f58e8554-6bf5-4a18-89e7-4ce71b2aa8ed)\r\n![Untitled\r\n(10)](https://github.com/NVIDIAGameWorks/kaolin-wisp/assets/98357201/2bccf84e-19a6-470a-94d9-2f6ab24870f2)","shortMessageHtmlLink":"Implement closest_point function (#173)"}},{"before":"a5850648fa83a610e7457a96cbb64375790b4c63","after":"07539e49b8e9db595dbc1ba01287e3453e5c7c36","ref":"refs/heads/main","pushedAt":"2023-08-02T16:23:29.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"tovacinni","name":"Towaki","path":"/tovacinni","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/2717105?s=80&v=4"},"commit":{"message":"Add image training pipeline (#172)\n\nAdds a training pipeline for images!\r\n\r\n(docs to come later, but the usage should be pretty straight forward)\r\n\r\nSigned-off-by: Towaki Takikawa ","shortMessageHtmlLink":"Add image training pipeline (#172)"}},{"before":"e44604cb868f6dc226cde454549efecb0eefd130","after":"2a7d60587b2c1f65bc44d1c04fbb185ee82e5002","ref":"refs/heads/stable","pushedAt":"2023-08-02T15:27:38.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"tovacinni","name":"Towaki","path":"/tovacinni","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/2717105?s=80&v=4"},"commit":{"message":"Fixing unexpected processing of iterate() of BaseTrainer (#163)\n\nHi, thanks for developing such an amazing library. 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New config arguments (especially in hash grid nerf) which improve\r\nquality significantly\r\n2. Adaptive ray batching (improves nerf quality a lot)\r\n3. `bg_color` is now a tuple `(0.0, 0.0, 0.0)` not a string\r\n4. Supporting other validation splits `--valid-split`\r\n5. `apex` based fused Adam\r\n6. Bug fix in rays for `dist_min`, inproper normalization in\r\n`channel_fn`\r\n7. 2D support for hash grid\r\n8. `MultiTable` utility class for working with hash grids (and similar)\r\neasier\r\n9. App renderer will now try to make FPS stable for better UX \r\n10. Fixing iteration count\r\n11. Fix tracker's tensorboard support\r\n\r\n---------\r\n\r\nSigned-off-by: Towaki Takikawa \r\nCo-authored-by: Towaki Takikawa ","shortMessageHtmlLink":"Various bug fixes and quality improvements (#167)"}},{"before":"67b38adb21164cf54c27707306090409c5b43f57","after":"43afbfe9ed37e1a0844b3ba5dafebcd7a37fc696","ref":"refs/heads/main","pushedAt":"2023-08-01T13:56:17.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"orperel","name":"Or Perel","path":"/orperel","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/9556101?s=80&v=4"},"commit":{"message":"Rasterization pipeline for interactive renderer (#166)\n\nEnables visualizing rasterized pipelines within the interactive\r\nrenderer, i.e. rendered meshes.\r\n`RasterizedRenderer` is now patched to support rasterized objects within\r\nthe scene graph.\r\nThis MR does not support optimization of differentiable rasterizers (see\r\nkaolin DIB-R / nvdiffrast).\r\n\r\nThe usage of this MR is intended to be as follows:\r\n```\r\nfrom wisp.renderer.core.api import RasterizedRenderer, register_rasterizer\r\n@register_rasterizer(YOUR_RASTERIZER_CLASS_HERE)\r\nclass YourWispSceneGraphNodeRenderer(RasterizedRenderer): \r\n @torch.no_grad()\r\n def render(self, camera: Camera) -> RenderBuffer:\r\n ...\r\n```\r\n\r\nSigned-off-by: operel ","shortMessageHtmlLink":"Rasterization pipeline for interactive renderer (#166)"}},{"before":"45b68cdad5234ffe2abac0168d8021f6c9e5efe3","after":"67b38adb21164cf54c27707306090409c5b43f57","ref":"refs/heads/main","pushedAt":"2023-08-01T13:02:18.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"orperel","name":"Or Perel","path":"/orperel","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/9556101?s=80&v=4"},"commit":{"message":"RTMV fix due to kaolin 0.14 camera updates (#165)\n\nSigned-off-by: operel ","shortMessageHtmlLink":"RTMV fix due to kaolin 0.14 camera updates (#165)"}},{"before":"766318d6feb1d3e62bb2d39c64aabc8e12a1bf73","after":"45b68cdad5234ffe2abac0168d8021f6c9e5efe3","ref":"refs/heads/main","pushedAt":"2023-07-31T17:30:09.000Z","pushType":"push","commitsCount":1,"pusher":{"login":"tovacinni","name":"Towaki","path":"/tovacinni","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/2717105?s=80&v=4"},"commit":{"message":"Remove unneeded GC","shortMessageHtmlLink":"Remove unneeded GC"}},{"before":"25249a1db98a603d10b02cde38e822f41b4f26ac","after":"766318d6feb1d3e62bb2d39c64aabc8e12a1bf73","ref":"refs/heads/main","pushedAt":"2023-07-31T17:23:56.000Z","pushType":"pr_merge","commitsCount":1,"pusher":{"login":"tovacinni","name":"Towaki","path":"/tovacinni","primaryAvatarUrl":"https://avatars.githubusercontent.com/u/2717105?s=80&v=4"},"commit":{"message":"Memory optimization patch in dataset initialization (#164)\n\n1. 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