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Release data processing tools and UE render configs
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PhysInOne Camera and Rendering Tools

This package contains the public camera-placement, Unreal Engine rendering, and render-output post-processing tools for PhysInOne.

Included tools

data_processing/
β”œβ”€β”€ camera/
β”‚   β”œβ”€β”€ generate_static_cameras.py
β”‚   └── generate_camera_sequence.py
β”œβ”€β”€ common/
β”‚   └── paths.py
β”œβ”€β”€ render/
β”‚   β”œβ”€β”€ render_config.example.bat
β”‚   └── render_levels_windows.bat
β”œβ”€β”€ postprocess/
β”‚   β”œβ”€β”€ exr_to_dataset.py
β”‚   β”œβ”€β”€ point_cloud.py
β”‚   └── render_processor.py
β”œβ”€β”€ examples/
β”‚   └── level_list.txt
β”œβ”€β”€ docs/
β”‚   └── CAMERA_AND_RENDERING.md
└── requirements-render.txt

Start with docs/CAMERA_AND_RENDERING.md.

Pipeline at a glance

  1. Configure BP_CameraTrajectory in the target Unreal level.
  2. Generate static cameras.
  3. Generate or replace the moving camera and Level Sequence.
  4. Render EXR passes with Unreal Engine Movie Render Queue.
  5. Convert RGB EXRs to JPEG and depth/segmentation EXRs to NPZ.
  6. Generate points3d.ply by back-projecting the first RGB/depth frame from every static camera and merging the views.

The post-processing tools do not select validation views and do not create or overwrite any transforms_*.json split file. CineCamera_Moving is excluded from point-cloud generation.

Requirements

  • Unreal Engine 5.5.4 with the Python Editor Script Plugin enabled
  • Windows for the supplied headless-render batch file
  • Python 3.10 or newer for post-processing
  • The PhysInOne Unreal project and its Movie Render Queue configuration assets

No access token or private credential is required by these local tools.

The public Movie Render Queue configuration assets are installed in the Unreal project at Content/PhysInOne/Scripts/, corresponding to the virtual package path /Game/PhysInOne/Scripts/. Keep that directory unchanged because the Windows renderer refers to those package paths directly.