Assignment 1: Rendering Basics with PyTorch3D

Rodrigo Lopes Catto | rlopesca


1. Practicing with Cameras

1.1 360-degree Renders

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1.2. Re-creating the Dolly Zoom

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Text


2. Practicing with Meshes

2.1 Constructing a Tetrahedron

The botton of the Tetrahedron will appear towards the end of the gif

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Number of vertices: 4

Number of faces: 4

2.2 Constructing a Cube

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Number of vertices: 8

Number of faces: 12


3. Re-texturing a mesh

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color1 = [0.0, 0.7, 0.7]

color2 = [0.4, 0.0, 0.7]


4. Camera Transformations

R_relative and T_relative define how the camera moves between frames by adjusting its pose relative to its current position and orientation. Specifically, R_relative is a rotation matrix that incrementally rotates the camera around the object (changing where it looks from), while T_relative is a translation vector that shifts the camera’s position relative to its local axes (changing how close or far it is).

Image 1:

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                R_relative = [[0, 1, 0],
                             [-1, 0, 0],
                             [0, 0, 1]],
                T_relative = [0, 0, 0],
            

Image 2:

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                R_relative=[[1, 0, 0], 
                            [0, 1, 0], 
                            [0, 0, 1]],
                T_relative=[0, 0, 2],
            

Image 3:

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                R_relative=[[1, 0, 0], 
                            [0, 1, 0], 
                            [0, 0, 1]],
                T_relative=[0.5, -0.5, 0],
            

Image 4:

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                R_relative=[[0, 0, 1], 
                            [0, 1, 0], 
                            [-1, 0, 0]],
                T_relative=[-3.0, 0.0, 3.0],
            

5. Rendering Generic 3D Representations

5.1 Rendering Point Clouds from RGB-D Images

Render from camera 1 on the left, camera 2 at the center and combined cameras at the right.

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5.2 Parametric Functions

Parametric Torus and object of choice

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5.3 Implicit Surfaces

Torus

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Gyroid

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Meshes give smooth surfaces with lighting and textures, making them look more realistic, but they’re heavier on memory and slower to render. Point clouds are faster and lighter since they’re just unconnected points, but they don’t show surfaces well and can look sparse or noisy. Point clouds are easy to generate, while meshes take more work but give much better visual quality.


6. Do Something Fun

DeLorean

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