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Summary: Extend the CUDA rasterizer with perspective-correct barycentric outputs and use them from pymomentum.torch.renderer for on-device Phong shading, bilinear texture sampling, per-vertex colors, checkerboard floors, character rendering, and hard projected-shadow compositing. Existing PhongMaterial and Light objects remain the public host-side configuration while textures and mesh attributes remain explicit device tensors. Differential Revision: D127212845
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Summary: Extend the CUDA rasterizer with perspective-correct barycentric outputs and use them from pymomentum.torch.renderer for on-device Phong shading, bilinear texture sampling, per-vertex colors, checkerboard floors, character rendering, and hard projected-shadow compositing. Existing PhongMaterial and Light objects remain the public host-side configuration while textures and mesh attributes remain explicit device tensors. Differential Revision: D127212845
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This pull request has been merged in 1848171. |
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Summary:
Extend the CUDA rasterizer with perspective-correct barycentric outputs and use them from pymomentum.torch.renderer for on-device Phong shading, bilinear texture sampling, per-vertex colors, checkerboard floors, character rendering, and hard projected-shadow compositing. Existing PhongMaterial and Light objects remain the public host-side configuration while textures and mesh attributes remain explicit device tensors.
Differential Revision: D127212845