Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Hey Matt,
We have been trying to explore opendr for modeling 3D faces and we seem to have hit a wall. In this PR, we attach two small scripts that a) takes a face and renders it at a specific position b) tries to search for gradients around known specific position.
We seem to find that the gradients are flipped on the x-direction, while they seem correct around the y-axis. We are at a loss on why this is happening and we'd appreciate any help on this (links below).
One hypothesis we toyed around with is that the number of vertices might be effecting the gradient computation. For example, we also ran a similar comparison on the earth mesh and they look right. We ran a similar one on the stanford bunny but it was a bit less clear there.
Anyway, we would really appreciate your help on this. We are pretty excited about OpenDR and would love to see it work great for our project.
Thanks!
Mayur