Closed francoisruty closed 5 years ago
We have phong shading in TFG: https://github.com/tensorflow/graphics/tree/master/tensorflow_graphics/rendering/reflectance
If you want diffuse + specular, you would want to use a weighted sum of the lambertian and phong shaders contained in that folder. Let me know if you have further questions.
thanks, now waiting for updates on the rasterizer before testing all this, I'll let you know!
you should be able to test feasibility with the existing rasterizer, the new version will mainly improve performance
I'm waiting for feedback on https://github.com/tensorflow/graphics/issues/23 (if I understood correctly there is no support provided at the moment for the rasterizer since it's not officially released yet, so I'm waiting for the release)
I just updated that thread. You are right that I'd prefer to not commit to giving support on experimental components.
Best.
https://github.com/tensorflow/graphics/blob/master/tensorflow_graphics/rendering/differentiable_renderer/rasterizer.py
thanks for the link, I'm going to test this on my use case and I'll get back to you if I find issues. I just have a small question: currently I use the old Google tf_mesh_renderer which does rasterization + phong shading. According to you, should I try to use TFG rasterizer and plug it to tf_mesh_renderer phong_shader, or should I try to do rasterization + shading in TFG?
So far I would tend to use TFG current rasterizer output and tf_mesh_renderer phong_shader, since TFG currently has on the rendering side a few utils function but nothing that takes a rasterizer output in input