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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/ | |
| 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. | |