Jacob Munkberg
Jacob Munkberg
As noted in our installation instructions, we require Visual Studio to build tiny-cuda-nn. From the log above, it seems VS is not found in your env. ``` raise RuntimeError("Could not...
After the first pass, we run xatlas to create a UV parameterization on the triangle mesh. If the first pass failed to create a reasonable mesh, this step can take...
Hello @hzhshok , Looking at the error metrics: > MSE, PSNR > 0.25911513, 6.480 That's extremely large errors, so I assume the first pass did not train properly. What do...
That is an error from nvdiffrast. I would try to use power-of-two resolutions on the textures and training, e.g., ``` "texture_res": [ 1024, 1024 ], "train_res": [1024, 1024], ``` In...
Thanks for your kind words! The coordinate transforms are always tricky, and different datasets have different conventions. Here are some high level comments. We use nvdiffrast for differentiable rasterization, which...
You could also look at InstantNGPs colmap2nerf script: https://github.com/NVlabs/instant-ngp/blob/master/scripts/colmap2nerf.py which should generate transform matrices compatible with our nerf dataset reader: https://github.com/NVlabs/nvdiffrec/blob/main/dataset/dataset_nerf.py It may not work 100% out of the box...
It is hard to say without seeing the log from your run. After the first pass, we call xatlas to generate UV coordinates, then run a second optimization pass with...
Ok, so this is not due to xatlas, as you successfully saved the model from the first pass. I suspect there may be a memory issue. What GPU is this...
Hello, We currently do not provide detailed instructions on how to run with your own images, but it has been discussed in other issues: https://github.com/NVlabs/nvdiffrec/issues/33 https://github.com/NVlabs/nvdiffrec/issues/31 https://github.com/NVlabs/nvdiffrec/issues/26 https://github.com/NVlabs/nvdiffrec/issues/3
Hello, What 3D file format does Isaac Sim support? This issue https://github.com/NVlabs/nvdiffrec/issues/21 describes how to map the textures to Blender's PBR material (visual shader graph example and export code), perhaps...