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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
```text
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](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.