# 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. ![BP_CameraTrajectory field reference](images/bp_camera_trajectory_panel.svg) | 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 × 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 × 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_`. 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 /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_.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/ ├── CineCamera_0/ │ ├── rgb/0000.jpg │ ├── depth/0000.npz # key: depth │ └── seg/0000.npz # key: seg ├── CineCamera_Moving/ │ ├── rgb/ │ ├── depth/ │ └── seg/ ├── blender_CineCamera_0.json ├── points3d.ply # all static views, first frame only ├── transforms_train.json ├── transforms_val.json └── 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/ ├── progress.log ├── success_scenes.tsv └── 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.