Closed Ligo04 closed 1 week ago
Hi @Ligo04 , I can't see your image for some reason. currently our dibr_rasterization
method is lacking perspective correction so I would suggest to use nvdiffrast which our camera API is fully compatible with. See an example here: https://github.com/NVIDIAGameWorks/kaolin/blob/master/examples/tutorial/interactive_visualizer.ipynb
Hi @Ligo04 , I can't see your image for some reason. currently our
dibr_rasterization
method is lacking perspective correction so I would suggest to use nvdiffrast which our camera API is fully compatible with. See an example here: https://github.com/NVIDIAGameWorks/kaolin/blob/master/examples/tutorial/interactive_visualizer.ipynb您好,由于某种原因我看不到您的图片。目前我们的dibr_rasterization
方法缺乏透视校正,因此我建议使用与我们的相机 API 完全兼容的 nvdiffrast。请参阅此处的示例:https://github.com/NVIDIAGameWorks/kaolin/blob/master/examples/tutorial/interactive_visualizer.ipynb
OK. Thanks! I haved used the nvdiffrast some time.
FYI, we have also rendered kaolin.render.easy_render.render_mesh (sample usage here) which has an option to run with either dibr ("cuda") or "nvdiffrast" back end. Closing bug; please create a new one if you run into issues.
I am rendering the two facades of the building obj with textures, and I have encountered some problems, such as the four vertices in the middle black area on the right are obviously wrong, and I feel that the depth value does not work, and there is no perspective effect (near large and far small), I Wondering why this is, the camera is defined with a PinholeIntrinsics with a custom focal length.Here is the code reference: