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How can I use OpenGL-related methods in PyTorch3D to render semi-transparent textures? #1854
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I tried modifying the _set_up_gl_program_properties method in the class _OpenGLMachinery as shown below:
but I encountered the following bug:
here is my code:
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I'm afraid this is beyond what we can help with at the moment. Sounds like an interesting and useful idea. |
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How can I use OpenGL-related methods in PyTorch3D to render semi-transparent textures? I want to achieve the effect shown in the image below, or does PyTorch3D support using the blend function like gl.glEnable(gl.GL_BLEND) in MeshRasterizerOpenGL?
In my scene, after rasterization, a single pixel might correspond to multiple faces. If I use MeshRasterizerOpenGL, its rasterization method is:
The pix_to_face result always contains only one face (with a shape of [N, H, W, 1]). However, when I use MeshRasterizer, the rasterization method is rasterize_meshes, which allows modifying the result by setting faces_per_pixel. The reason I’m not choosing MeshRasterizer is that MeshRasterizerOpenGL is faster, and I don’t care about differentiability. Is it possible to achieve my requirement using MeshRasterizerOpenGL? Or how should I modify it to get the result I want?
@amyreese @JaapSuter @thatch @yurimalheiros could anyone help me with it?
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