| # 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 |
|
|
| ```text |
| data_processing/ |
| βββ camera/ |
| β βββ generate_static_cameras.py |
| β βββ generate_camera_sequence.py |
| βββ common/ |
| β βββ paths.py |
| βββ render/ |
| β βββ render_config.example.bat |
| β βββ render_levels_windows.bat |
| βββ postprocess/ |
| β βββ exr_to_dataset.py |
| β βββ point_cloud.py |
| β βββ render_processor.py |
| βββ examples/ |
| β βββ level_list.txt |
| βββ docs/ |
| β βββ CAMERA_AND_RENDERING.md |
| βββ requirements-render.txt |
| ``` |
|
|
| Start with [docs/CAMERA_AND_RENDERING.md](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. |
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