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| # Camera Placement, Rendering, and Post-processing | |
| This guide describes the public PhysInOne workflow for placing cameras, creating | |
| a Level Sequence, rendering EXR passes, and converting those passes into the | |
| dataset layout. | |
| ## 1. Prerequisites | |
| Install Unreal Engine 5.5.4 and enable these project plugins: | |
| - Python Editor Script Plugin | |
| - Editor Scripting Utilities | |
| - Movie Render Queue | |
| The project must contain `BP_CameraTrajectory` and the Movie Render Queue | |
| configuration assets referenced by `render/render_config.bat`. | |
| Install post-processing dependencies in a normal Python environment: | |
| ```bash | |
| python -m pip install -r requirements-render.txt | |
| ``` | |
| The camera scripts run inside Unreal Engine, not in the normal Python | |
| environment. The moving-camera script imports NumPy, so NumPy must also be | |
| available to Unreal's Python interpreter. | |
| ## 2. Configure BP_CameraTrajectory | |
| Place `BP_CameraTrajectory` at the center of the physical event. Its rotation | |
| must be zero and its X, Y, and Z scales must be identical. Use the smallest | |
| uniform scale that still lets every camera capture the entire event. | |
|  | |
| | Field in the Unreal panel | Meaning | | |
| |---|---| | |
| | `Num` | Number of managed static cameras named `CineCamera_0`, `CineCamera_1`, and so on. Choose the count required by your release protocol; `7` in the reference panel is only an example. | | |
| | `Time` | Sequence duration in seconds. The script calculates the authoritative frame count as `round(Time Γ FPS)`. | | |
| | `Random Sample Direction` | Randomly chooses clockwise or counterclockwise movement. | | |
| | `Sample Clockwise` | Used only when `Random Sample Direction` is disabled. | | |
| | `Random Hemisphere` | Randomly chooses the upper or lower hemisphere. | | |
| | `Upper Hemisphere` | Used only when `Random Hemisphere` is disabled. | | |
| | `Longtitude Range` | Longitude span in degrees. The property is intentionally spelled `LongtitudeRange` in the current Blueprint/API. | | |
| | `Longitude Angles` / `Latitude Angles` | Output arrays written by the moving-camera generator. Do not edit them manually. | | |
| | `Points Array` | Not consumed by the supplied Python scripts. | | |
| | `Total Frames` | Not consumed by the supplied Python scripts; `Time Γ FPS` is authoritative. | | |
| The default frame rate is 30 FPS. Redirect and laser phenomena that require | |
| faster motion sampling use 60 FPS. | |
| ## 3. Generate static cameras | |
| Open the target level in Unreal Editor. In the Unreal Output Log, run: | |
| ```text | |
| py "D:/path/to/data_processing/camera/generate_static_cameras.py" --focal 18 | |
| ``` | |
| Optional arguments: | |
| | Argument | Default | Description | | |
| |---|---:|---| | |
| | `--focal` | `18` | Focal length in millimeters. | | |
| | `--aperture` | `10` | Camera aperture. | | |
| | `--radius` | `100` | Base sphere radius in Unreal centimeters before Blueprint scale. | | |
| | `--min-latitude` | `30` | Minimum absolute sampling latitude. | | |
| | `--max-latitude` | `60` | Maximum absolute sampling latitude. | | |
| | `--deterministic` | off | Removes the stable level-specific longitude offset. | | |
| The script replaces only cameras whose labels match `CineCamera_<integer>`. | |
| It does not delete unrelated CineCamera actors or `CineCamera_Moving`. | |
| Inspect every generated camera in the viewport. Move or resize | |
| `BP_CameraTrajectory` and rerun the script if an important object is occluded or | |
| outside the frame. | |
| ## 4. Generate the moving camera and Level Sequence | |
| After approving the static cameras, run: | |
| ```text | |
| py "D:/path/to/data_processing/camera/generate_camera_sequence.py" --focal 18 | |
| ``` | |
| Useful arguments: | |
| | Argument | Default | Description | | |
| |---|---:|---| | |
| | `--focal` | `18` | Focal length in millimeters. | | |
| | `--aperture` | `10` | Camera aperture. | | |
| | `--radius` | `100` | Base trajectory radius in centimeters. | | |
| | `--latitude-range` | `60` | Maximum latitude magnitude. | | |
| | `--path-type` | `random` | One of `random`, `arc`, `sine`, or `loop`. | | |
| | `--seed` | level-derived | Explicit seed for a different reproducible path. | | |
| | `--output-root` | project `Rendered/Videos` | Optional camera-metadata root. | | |
| For a canonical level such as: | |
| ```text | |
| /Game/PhysInOne/Scenes/Val/DoublePhysics/ExampleScene.ExampleScene | |
| ``` | |
| the script creates or replaces: | |
| ```text | |
| /Game/PhysInOne/Trajectories/Val/DoublePhysics/ExampleScene_trajectory.ExampleScene_trajectory | |
| ``` | |
| and writes metadata to: | |
| ```text | |
| <ProjectRoot>/Rendered/Videos/Val/DoublePhysics/ExampleScene_trajectory/ | |
| ``` | |
| The generator replaces the sequence at that exact path and replaces only the | |
| actor labeled `CineCamera_Moving`. It removes old camera metadata files but | |
| never removes RGB, depth, segmentation, or other rendered-data directories. | |
| The camera stage is the sole owner of: | |
| ```text | |
| transforms_train.json | |
| transforms_val.json | |
| transforms_test.json | |
| ``` | |
| It chooses two approximately opposite static cameras for validation, uses the | |
| first half of their timeline for validation, uses the first half of the other | |
| static cameras for training, and uses the second half of all static cameras for | |
| testing. The level-derived seed makes this choice reproducible. Post-processing | |
| preserves these files exactly. | |
| Open the generated sequence and inspect the complete Camera Cuts track. To try | |
| a different trajectory, rerun with a different `--seed`. Reduce | |
| `Longtitude Range` if the camera crosses walls or other occluders. Once a path is | |
| approved, do not move `BP_CameraTrajectory` or the static cameras without | |
| regenerating the sequence. | |
| ## 5. Configure headless rendering on Windows | |
| Copy the example configuration: | |
| ```bat | |
| copy render\render_config.example.bat render\render_config.bat | |
| ``` | |
| Edit these local paths in `render_config.bat`: | |
| ```bat | |
| set "UE_CMD=C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" | |
| set "UPROJECT=D:\PhysicBenchmark\PhysInOne.uproject" | |
| set "DDC_LOCAL=D:\UnrealCache\Local" | |
| set "DDC_SHARED=D:\UnrealCache\Shared" | |
| ``` | |
| Also verify all nine Movie Render Queue configuration paths: Train, Val, and | |
| Test for SinglePhysics, DoublePhysics, and TriplePhysics. The public project | |
| stores these `.uasset` files in: | |
| ```text | |
| PhysicBenchmark/Content/PhysInOne/Scripts/ | |
| ``` | |
| This corresponds to `/Game/PhysInOne/Scripts/` inside Unreal Engine. Do not | |
| rename or relocate that directory: `render_config.bat` refers to these package | |
| paths directly. The scripts alone cannot recreate the render-pass settings. | |
| Render a list of levels: | |
| ```bat | |
| render\render_levels_windows.bat -f examples\level_list.txt | |
| ``` | |
| Render one level: | |
| ```bat | |
| render\render_levels_windows.bat -l "/Game/PhysInOne/Scenes/Val/DoublePhysics/ExampleScene.ExampleScene" | |
| ``` | |
| The renderer writes `render/render_batch.log` and records successful levels in | |
| `render/complete_render_list.log`. It skips paths already in the completion | |
| file and returns a nonzero exit code if any level fails. It does not terminate | |
| other Unreal Editor processes. | |
| ## 6. Convert one completed render directory | |
| Preview-safe conversion keeps the source EXRs: | |
| ```bash | |
| python postprocess/exr_to_dataset.py \ | |
| "D:/PhysicBenchmark/Rendered/Videos/Val/DoublePhysics/ExampleScene_trajectory" | |
| ``` | |
| Delete each source EXR only after its converted file is written and verified: | |
| ```bash | |
| python postprocess/exr_to_dataset.py \ | |
| "D:/PhysicBenchmark/Rendered/Videos/Val/DoublePhysics/ExampleScene_trajectory" \ | |
| --delete-source-exr | |
| ``` | |
| Select passes or worker count when necessary: | |
| ```bash | |
| python postprocess/exr_to_dataset.py RENDER_DIR \ | |
| --channels rgb,depth,seg \ | |
| --workers 8 \ | |
| --jpeg-quality 95 | |
| ``` | |
| By default, conversion also creates `points3d.ply`. It back-projects the first | |
| RGB/depth frame from **every static camera** listed by | |
| `blender_CineCamera_<index>.json`, merges the views in world coordinates, and | |
| uniformly samples at most 100,000 colored points. `CineCamera_Moving` is not | |
| used. The default valid-depth range is `(0, 20)` meters. | |
| Adjust the point-cloud limits when necessary: | |
| ```bash | |
| python postprocess/exr_to_dataset.py RENDER_DIR \ | |
| --depth-threshold 20 \ | |
| --max-points 100000 \ | |
| --ply-seed 0 | |
| ``` | |
| Regenerate only the point cloud from existing JPEG/NPZ outputs: | |
| ```bash | |
| python postprocess/point_cloud.py RENDER_DIR \ | |
| --depth-threshold 20 \ | |
| --max-points 100000 | |
| ``` | |
| Use `--skip-ply` only when intentionally converting a channel subset that does | |
| not include both RGB and depth. In `render_processor.py`, `--force-ply` | |
| replaces an existing valid PLY; otherwise a valid existing file is preserved. | |
| Output format: | |
| ```text | |
| ExampleScene_trajectory/ | |
| βββ CineCamera_0/ | |
| β βββ rgb/0000.jpg | |
| β βββ depth/0000.npz # key: depth | |
| β βββ seg/0000.npz # key: seg | |
| βββ CineCamera_Moving/ | |
| β βββ rgb/ | |
| β βββ depth/ | |
| β βββ seg/ | |
| βββ blender_CineCamera_0.json | |
| βββ points3d.ply # all static views, first frame only | |
| βββ transforms_train.json | |
| βββ transforms_val.json | |
| βββ transforms_test.json | |
| ``` | |
| ## 7. Monitor multiple scenes | |
| Use canonical UE level paths and let the processor infer rendered directories: | |
| ```bash | |
| python postprocess/render_processor.py \ | |
| --level-list examples/level_list.txt \ | |
| --project-root "D:/PhysicBenchmark" \ | |
| --watch \ | |
| --interval 60 \ | |
| --delete-source-exr \ | |
| --log-dir render_processor_logs | |
| ``` | |
| Alternatively, provide a text file containing one rendered directory per line: | |
| ```bash | |
| python postprocess/render_processor.py \ | |
| --render-list rendered_directories.txt \ | |
| --watch | |
| ``` | |
| Without `--watch`, the processor performs one scan and exits. A pending render | |
| produces exit code `2`. Progress is flushed to disk in real time: | |
| ```text | |
| render_processor_logs/ | |
| βββ progress.log | |
| βββ success_scenes.tsv | |
| βββ failed_attempts.tsv | |
| ``` | |
| The success file is resumable: a later invocation with the same log directory | |
| skips scenes already verified as complete. | |
| ## 8. Important safety behavior | |
| - Camera scripts only delete specifically managed camera actors. | |
| - Regenerating a sequence replaces only the inferred scene sequence asset. | |
| - Camera metadata cleanup never deletes rendered media directories. | |
| - EXRs are retained unless `--delete-source-exr` is explicitly supplied. | |
| - Post-processing never samples views or rewrites `transforms_*.json`. | |
| - A scene is not marked complete until `points3d.ply` is valid, unless | |
| `--skip-ply` was explicitly supplied. | |
| - No script contains or requests a Hugging Face or GitHub access token. | |