newton.sensors.SensorCamera#
- class newton.sensors.SensorCamera(model, *, default_clear_data=None, default_render_config=None, load_textures=True)[source]#
Bases:
objectRaytraced camera sensor that renders a Newton model.
A camera sensor owns an internal renderer built for a model plus the default render settings (
default_clear_data,default_render_config) used whenupdate()is not given per-call overrides. The caller supplies the camera-space rays, the world-space per-view camera transforms, and the output image buffers toupdate(); the number of views is inferred from the leading dimension of the camera transforms.Camera frame convention: each camera looks along its local
-Zaxis, with+Yup and+Xright (the USD/OpenGL convention). The per-viewcamera_transformsplace that camera frame in world space, and thecamera_raysbundle stores per-pixel origins in[..., 0]and directions in[..., 1], both expressed in camera space.Deformable triangle surfaces use
Model.tri_coloras sRGB albedo, like shape colors, and fall back to white when triangle colors are unavailable. SetRenderConfig.enable_backface_cullingtoFalseto render both sides with camera-facing normals.The render configuration types are exposed as nested attributes (e.g.
SensorCamera.RenderConfig,SensorCamera.ClearData,SensorCamera.WorldRenderFlag); they are not part of the top-levelnewtonnamespace.Example:
import warp as wp import newton from newton.sensors import SensorCamera camera = SensorCamera(model) camera.create_default_light() width, height = 640, 480 camera_rays = SensorCamera.compute_camera_rays_pinhole(width, height, camera_fov=1.0, device=model.device) camera_transforms = wp.array([wp.transform_identity()], dtype=wp.transformf, device=model.device) color = camera.allocate_image_color(camera_transforms.shape[0], width, height) camera.update(state, camera_transforms, camera_rays, color_image=color)
- class AntiAliasing(*values)#
Bases:
IntEnumAnti-aliasing mode applied to multisampled camera-ray bundles.
- MSAA = 2#
resolve every ray against its own nearest hit and reuse shading for subsamples covering the same surface.
Anti-aliases silhouettes against both the background and other objects at a fraction of the
SSAAcost when shading is expensive. Each surface is shaded using the first ray in bundle order that hits it, which may not be the covered ray nearest the pixel center. The built-in ray helpers put a center ray first for three or more samples, but surfaces missed by that ray can still be shaded off-center. Interior shading is not supersampled. Standalone particles and deformable triangle meshes use the particle or face index alongside their shared hit IDs, so distinct surfaces are shaded separately.- Type:
Multisample
- NONE = 0#
Resolve a single ray per pixel. Multisample ray bundles are rejected.
- SSAA = 1#
trace and shade every ray in the bundle, then average the results.
Highest quality and highest cost; shading runs once per sample.
- Type:
Supersample
- class ClearData(clear_color=0, clear_depth=0.0, clear_shape_index=4294967295, clear_normal=(0.0, 0.0, 0.0), clear_albedo=0)#
Bases:
objectDefault values written to output images before rendering.
- __init__(clear_color=0, clear_depth=0.0, clear_shape_index=4294967295, clear_normal=(0.0, 0.0, 0.0), clear_albedo=0)#
- class GaussianRenderMode(*values)#
Bases:
IntEnumGaussian Render Mode
- FAST = 0#
Fast Render Mode
- QUALITY = 1#
Quality Render Mode, collect hits until minimum transmittance is reached
- class RenderConfig(enable_global_world=True, enable_textures=False, texture_projection_mode=TextureProjectionMode.CUBIC, enable_shadows=False, enable_ambient_lighting=True, enable_particles=True, enable_backface_culling=True, enable_fast_math=True, output_color_space=ColorSpace.SRGB, render_order=RenderOrder.PIXEL_PRIORITY, anti_aliasing=AntiAliasing.NONE, tile_width=16, tile_height=8, block_dim=64, max_distance=1000.0, gaussians_mode=GaussianRenderMode.FAST, gaussians_min_transmittance=0.49, gaussians_max_num_hits=20)#
Bases:
objectRaytrace render settings shared across all worlds.
- __init__(enable_global_world=True, enable_textures=False, texture_projection_mode=TextureProjectionMode.CUBIC, enable_shadows=False, enable_ambient_lighting=True, enable_particles=True, enable_backface_culling=True, enable_fast_math=True, output_color_space=ColorSpace.SRGB, render_order=RenderOrder.PIXEL_PRIORITY, anti_aliasing=AntiAliasing.NONE, tile_width=16, tile_height=8, block_dim=64, max_distance=1000.0, gaussians_mode=GaussianRenderMode.FAST, gaussians_min_transmittance=0.49, gaussians_max_num_hits=20)#
- anti_aliasing: AntiAliasing = 0#
Anti-aliasing mode applied to multisampled ray bundles (see
AntiAliasing).Has no effect on single-sample ray bundles. Multisampled bundles require
AntiAliasing.SSAAorAntiAliasing.MSAA.
- block_dim: int = 64#
Thread block dimension forwarded to
wp.launchfor the render megakernel.Launch-time tuning only: it does not affect kernel codegen, so the renderer excludes it from the kernel cache key and changing it never triggers a recompilation.
- enable_backface_culling: bool = True#
Cull back-facing triangles of rigid meshes and deformable surfaces.
When disabled, deformable triangle surfaces render from both sides with normals oriented toward the camera.
- enable_particles: bool = True#
Enable standalone particle rendering.
Particles referenced by rendered triangle or tetrahedral deformable topology are rendered by the triangle mesh path and are not emitted as particle spheres.
- enable_shadows: bool = False#
Enable shadow rays for directional lights.
Shadows are only rendered when a light also casts them (e.g. a light created via
create_default_light()withenable_shadows=True); with no shadow-casting light this setting has no effect.
- gaussians_min_transmittance: float = 0.49#
Minimum transmittance before early-out during Gaussian rendering.
- gaussians_mode: GaussianRenderMode = 0#
Gaussian splatting render mode (see
GaussianRenderMode).
- output_color_space: ColorSpace = 1#
Color space for packed color and albedo outputs.
Use
ColorSpace.SRGBfor display-encoded bytes orColorSpace.LINEARfor linear RGB bytes.
- render_order: RenderOrder = 0#
Render traversal order (see
RenderOrder).
- texture_projection_mode: TextureProjectionMode = 0#
Projection mode for texture-mapped shapes without UVs.
- class RenderOrder(*values)#
Bases:
IntEnumRender Order
- PIXEL_PRIORITY = 0#
Render the same pixel of every view before continuing to the next one
- TILED = 2#
Render pixels in tiles, defined by tile_width x tile_height
- VIEW_PRIORITY = 1#
Render all pixels of a whole view before continuing to the next one
- class TextureProjectionMode(*values)#
Bases:
IntEnumProjection mode for texture-mapped shapes without authored UVs.
- CUBIC = 0#
Project from the dominant local axis and sample once.
- TRIPLANAR = 1#
Blend samples from all three local axes using normal-based weights.
- class Utils#
Bases:
objectPost-processing helpers for
SensorCamerarender outputs.Converts raw render buffers into display-ready RGBA (
to_rgba_*), tiles per-view images into a single grid buffer (flatten_*_to_rgba), and projects ray-distance depth onto the camera forward axis (convert_ray_depth_to_forward_depth). All helpers arestaticmethod()s reached asSensorCamera.Utils.<helper>(...); the view count and device are read from the passed image (its leading dimension and device).- static convert_ray_depth_to_forward_depth(depth_image, camera_transforms, camera_rays, *, out_depth=None)#
Convert ray-distance depth to forward (planar) depth.
Projects each pixel’s camera-space hit position, including its ray origin offset, onto the camera’s forward axis, producing depth measured from the camera origin perpendicular to the image plane. The forward axis is derived from each camera transform by transforming camera-space
(0, 0, -1)into world space.- Parameters:
depth_image (wp.array3d[wp.float32]) – Ray-distance depth [m] from
update(), shape(view_count, height, width).camera_transforms (wp.array[wp.transformf]) – World-space camera transforms, shape
(view_count,).camera_rays (wp.array4d[wp.vec3f]) – Camera-space rays from
SensorCamera, shape(height, width, 1, 2). Ray direction vectors must be unit length; non-unit directions scale the converted depth. This conversion does not support multisampled depth; requestforward_depth_imagefromupdate()instead.out_depth (wp.array3d[wp.float32] | None) – Output forward-depth array [m] with the same shape as depth_image. If
None, allocates a new one.
- Returns:
Forward (planar) depth array, same shape as depth_image [m].
- Return type:
wp.array3d[wp.float32]
- static flatten_color_image_to_rgba(image, *, out_buffer=None, views_per_row=None)#
Flatten rendered color image to a tiled RGBA buffer.
Arranges one tile per view in a grid. Useful for writing a single pre-tiled image to disk; use
to_rgba_from_color()withlog_image()for in-viewer display.
- static flatten_depth_image_to_rgba(image, *, out_buffer=None, views_per_row=None, depth_range=None)#
Flatten rendered depth image to a tiled RGBA buffer.
Encodes depth as grayscale: inverts values (closer = brighter) and normalizes to the
[50, 255]range. Background pixels (no hit) remain black. Useful for writing a single pre-tiled image to disk; useto_rgba_from_depth()withlog_image()for in-viewer display.- Parameters:
image (wp.array3d[wp.float32]) – Depth output from
update(), shape(view_count, height, width).out_buffer (wp.array3d[wp.uint8] | None) – Pre-allocated RGBA buffer. If None, allocates a new one.
views_per_row (int | None) – Views per row in the grid. If None, picks a square-ish layout.
depth_range (wp.array[wp.float32] | tuple[float, float] | None) – Optional
(near, far)[m] for normalization. Accepts a 2-elementwp.array[wp.float32]on the image device or a Python(near, far)tuple. Values must be finite withnear < far; array values are caller-validated to avoid a device-to-host transfer. IfNone, the per-frame range is computed on device from the image’s positive depth values (matchesto_rgba_from_depth()).
- static flatten_normal_image_to_rgba(image, *, out_buffer=None, views_per_row=None)#
Flatten rendered normal image to a tiled RGBA buffer.
Arranges one tile per view in a grid. Useful for writing a single pre-tiled image to disk; use
to_rgba_from_normal()withlog_image()for in-viewer display.
- static to_rgba_from_color(image)#
Reinterpret packed
uint32RGBA color sensor output asuint8RGBA.Returns a zero-copy view: each
uint32(R | G<<8 | B<<16 | A<<24) aliases 4 contiguousuint8channels. The returned array shares memory with image; do not write into it.The returned array plugs directly into
log_image().- Parameters:
image (wp.array3d[wp.uint32]) – Color sensor output, shape
(view_count, H, W), dtypeuint32(packed RGBA:R | G<<8 | B<<16 | A<<24). Must be contiguous.- Returns:
Array of shape
(view_count, H, W, 4), dtypeuint8, aliasing image.- Return type:
wp.array4d[wp.uint8]
- static to_rgba_from_depth(image, *, depth_range=None, out_buffer=None)#
Convert float32 depth sensor output to
uint8grayscale RGBA.Closer pixels render brighter; miss pixels (depth <= 0; matches the default
ClearData.clear_depth = 0.0sentinel) render black. Alpha = 255.- Parameters:
image (wp.array3d[wp.float32]) – Depth output, shape
(view_count, H, W), dtypefloat32. Non-positive values denote ray misses.depth_range (wp.array[wp.float32] | tuple[float, float] | None) – Optional
(near, far)[m] for normalization. Accepts a 2-elementwp.array[wp.float32]on the image device or a Python(near, far)tuple. Values must be finite withnear < far; array values are caller-validated to avoid a device-to-host transfer. IfNone, the per-frame range is computed on device from the image’s positive depth values (matchesflatten_depth_image_to_rgba()).out_buffer (wp.array4d[wp.uint8] | None) – Optional pre-allocated output of shape
(view_count, H, W, 4), dtypeuint8.
- Returns:
Array of shape
(view_count, H, W, 4), dtypeuint8. Suitable forlog_image().- Return type:
wp.array4d[wp.uint8]
- static to_rgba_from_normal(image, *, out_buffer=None)#
Convert vec3 normal sensor output to
uint8RGBA.- Parameters:
image (wp.array3d[wp.vec3f]) – Normal output, shape
(view_count, H, W), dtypevec3f.out_buffer (wp.array4d[wp.uint8] | None) – Optional pre-allocated output of shape
(view_count, H, W, 4), dtypeuint8.
- Returns:
Array of shape
(view_count, H, W, 4), dtypeuint8. Suitable forlog_image().- Return type:
wp.array4d[wp.uint8]
- static to_rgba_from_shape_index(image, *, colors=None, out_buffer=None)#
Convert uint32 shape-index sensor output to
uint8RGBA.- Parameters:
image (wp.array3d[wp.uint32]) – Shape-index output, shape
(view_count, H, W), dtypeuint32.colors (wp.array2d[wp.uint8] | None) – Optional RGB palette of shape
(num_entries, 3), dtypeuint8. If provided, each pixel is colored by looking up its shape index in this palette (indices past the palette length render black). IfNone, a deterministic hash palette is used (good for debugging which shape hit which pixel without a predefined class map).out_buffer (wp.array4d[wp.uint8] | None) – Optional pre-allocated output of shape
(view_count, H, W, 4), dtypeuint8.
- Returns:
Array of shape
(view_count, H, W, 4), dtypeuint8. Suitable forlog_image().- Return type:
wp.array4d[wp.uint8]
- class WorldRenderFlag(*values)#
Bases:
IntEnumNegative disable sentinels for the per-view
world_indicesarray.Each entry of
world_indicesis either a non-negative world index to render for that view, or one of these negative sentinels to skip the view.- DISABLE_CLEAR = -102#
Skip rendering and write clear values to output pixels.
- DISABLE_PRESERVE = -101#
Skip rendering and leave output pixels unchanged.
- static compute_camera_rays_fisheye_ftheta(width, height, optical_center_x, optical_center_y, *, image_width=None, image_height=None, k0=0.0, k1=1.0, k2=0.0, k3=0.0, k4=0.0, max_fov=2.0 * math.pi, sample_count=1, out_rays=None, device=None)#
Compute camera-space rays for one F-theta fisheye camera.
Inverts the F-theta radius polynomial
r = k0 + k1 theta + k2 theta^2 + k3 theta^3 + k4 theta^4, which must be monotonic over[0, min(max_fov / 2, pi)].- Parameters:
width (int) – Output image width [px].
height (int) – Output image height [px].
optical_center_x (float) – Optical center x-coordinate [px].
optical_center_y (float) – Optical center y-coordinate [px].
image_width (float | None) – Calibration image width [px] (the F-theta nominal width). If
None, uses width.image_height (float | None) – Calibration image height [px] (the F-theta nominal height). If
None, uses height.k0 (float) – Constant F-theta polynomial coefficient [px].
k1 (float) – Linear F-theta polynomial coefficient [px/rad].
k2 (float) – Quadratic F-theta polynomial coefficient [px/rad^2].
k3 (float) – Cubic F-theta polynomial coefficient [px/rad^3].
k4 (float) – Quartic F-theta polynomial coefficient [px/rad^4].
max_fov (float) – Maximum field of view [rad]. Pixels whose undistorted angle exceeds
max_fov / 2receive a zero ray.sample_count (int) – Number of rays per pixel. Use one for a centered ray.
out_rays (wp.array4d[wp.vec3f] | None) – Optional output buffer, shape
(height, width, sample_count, 2)ofvec3f. IfNone, a new one is allocated.device (Device | str | None) – Device for the ray bundle. Defaults to the current Warp device.
- Returns:
Ray origins (
[..., 0]) and directions ([..., 1]), shape(height, width, sample_count, 2)ofvec3f.- Return type:
wp.array4d[wp.vec3f]
- static compute_camera_rays_fisheye_kannala_brandt(width, height, optical_center_x, optical_center_y, *, image_width=None, image_height=None, k0=1.0, k1=0.0, k2=0.0, k3=0.0, max_fov=2.0 * math.pi, sample_count=1, out_rays=None, device=None)#
Compute camera-space rays for one Kannala-Brandt fisheye camera.
Inverts the Kannala-Brandt radius polynomial
r = k0 theta + k1 theta^3 + k2 theta^5 + k3 theta^7, which must be monotonic over[0, min(max_fov / 2, pi)].- Parameters:
width (int) – Output image width [px].
height (int) – Output image height [px].
optical_center_x (float) – Optical center x-coordinate [px].
optical_center_y (float) – Optical center y-coordinate [px].
image_width (float | None) – Calibration image width [px]. If
None, uses width.image_height (float | None) – Calibration image height [px]. If
None, uses height.k0 (float) – First Kannala-Brandt polynomial coefficient [px/rad].
k1 (float) – Second Kannala-Brandt polynomial coefficient [px/rad^3].
k2 (float) – Third Kannala-Brandt polynomial coefficient [px/rad^5].
k3 (float) – Fourth Kannala-Brandt polynomial coefficient [px/rad^7].
max_fov (float) – Maximum field of view [rad]. Pixels whose undistorted angle exceeds
max_fov / 2receive a zero ray.sample_count (int) – Number of rays per pixel. Use one for a centered ray.
out_rays (wp.array4d[wp.vec3f] | None) – Optional output buffer, shape
(height, width, sample_count, 2)ofvec3f. IfNone, a new one is allocated.device (Device | str | None) – Device for the ray bundle. Defaults to the current Warp device.
- Returns:
Ray origins (
[..., 0]) and directions ([..., 1]), shape(height, width, sample_count, 2)ofvec3f.- Return type:
wp.array4d[wp.vec3f]
- static compute_camera_rays_fisheye_opencv(width, height, fx, fy, cx, cy, *, image_width=None, image_height=None, k1=0.0, k2=0.0, k3=0.0, k4=0.0, max_fov=2.0 * math.pi, sample_count=1, out_rays=None, device=None)#
Compute camera-space rays for one OpenCV fisheye camera.
Inverts the OpenCV fisheye radius polynomial
r = theta (1 + k1 theta^2 + k2 theta^4 + k3 theta^6 + k4 theta^8), which must be monotonic over[0, min(max_fov / 2, pi)].- Parameters:
width (int) – Output image width [px].
height (int) – Output image height [px].
fx (float) – Horizontal focal length [px].
fy (float) – Vertical focal length [px].
cx (float) – Principal point x-coordinate [px].
cy (float) – Principal point y-coordinate [px].
image_width (float | None) – Calibration image width [px]. If
None, uses width.image_height (float | None) – Calibration image height [px]. If
None, uses height.k1 (float) – First OpenCV fisheye distortion coefficient.
k2 (float) – Second OpenCV fisheye distortion coefficient.
k3 (float) – Third OpenCV fisheye distortion coefficient.
k4 (float) – Fourth OpenCV fisheye distortion coefficient.
max_fov (float) – Maximum field of view [rad]. Pixels whose undistorted angle exceeds
max_fov / 2receive a zero ray.sample_count (int) – Number of rays per pixel. Use one for a centered ray.
out_rays (wp.array4d[wp.vec3f] | None) – Optional output buffer, shape
(height, width, sample_count, 2)ofvec3f. IfNone, a new one is allocated.device (Device | str | None) – Device for the ray bundle. Defaults to the current Warp device.
- Returns:
Ray origins (
[..., 0]) and directions ([..., 1]), shape(height, width, sample_count, 2)ofvec3f.- Return type:
wp.array4d[wp.vec3f]
- static compute_camera_rays_pinhole(width, height, *, camera_fov=None, focal_length=None, horizontal_aperture=None, vertical_aperture=None, horizontal_aperture_offset=0.0, vertical_aperture_offset=0.0, sample_count=1, out_rays=None, device=None)#
Compute camera-space rays for one pinhole camera.
Provide either
camera_fovor the aperture triple (focal_length,horizontal_aperture,vertical_aperture), not both. The focal length and apertures share consistent units; only their ratios affect the ray directions.- Parameters:
width (int) – Image width [px].
height (int) – Image height [px].
camera_fov (float | None) – Vertical field of view [rad], in
(0, pi). Mutually exclusive with the aperture parameters.focal_length (float | None) – Lens focal length; must be positive.
horizontal_aperture (float | None) – Horizontal sensor aperture; must be positive.
vertical_aperture (float | None) – Vertical sensor aperture; must be positive.
horizontal_aperture_offset (float) – Horizontal principal-point offset.
vertical_aperture_offset (float) – Vertical principal-point offset.
sample_count (int) – Number of rays to generate per pixel. Use one for a centered ray per pixel.
out_rays (wp.array4d[wp.vec3f] | None) – Optional output buffer, shape
(height, width, sample_count, 2)ofvec3f.device (Device | str | None) – Device for the ray bundle. Defaults to the current Warp device.
- Returns:
Ray origins and directions, shape
(height, width, sample_count, 2)ofvec3f.- Return type:
wp.array4d[wp.vec3f]
- static compute_camera_rays_pinhole_opencv(width, height, fx, fy, cx, cy, *, image_width=None, image_height=None, k1=0.0, k2=0.0, k3=0.0, k4=0.0, k5=0.0, k6=0.0, p1=0.0, p2=0.0, s1=0.0, s2=0.0, s3=0.0, s4=0.0, sample_count=1, out_rays=None, device=None)#
Compute camera-space rays for one OpenCV pinhole camera.
Inverts OpenCV’s rational radial, tangential, and thin-prism distortion model with damped Newton iteration. The four- and five-coefficient variants are represented by leaving unused coefficients at zero. Pixels whose inverse cannot be verified within the solver tolerance receive a zero direction.
- Parameters:
width (int) – Output image width [px].
height (int) – Output image height [px].
fx (float) – Horizontal focal length [px].
fy (float) – Vertical focal length [px].
cx (float) – Principal point x-coordinate [px].
cy (float) – Principal point y-coordinate [px].
image_width (float | None) – Calibration image width [px]. If
None, uses width.image_height (float | None) – Calibration image height [px]. If
None, uses height.k1 (float) – First numerator radial distortion coefficient.
k2 (float) – Second numerator radial distortion coefficient.
k3 (float) – Third numerator radial distortion coefficient.
k4 (float) – First denominator radial distortion coefficient.
k5 (float) – Second denominator radial distortion coefficient.
k6 (float) – Third denominator radial distortion coefficient.
p1 (float) – First tangential distortion coefficient.
p2 (float) – Second tangential distortion coefficient.
s1 (float) – First thin-prism distortion coefficient.
s2 (float) – Second thin-prism distortion coefficient.
s3 (float) – Third thin-prism distortion coefficient.
s4 (float) – Fourth thin-prism distortion coefficient.
sample_count (int) – Number of rays per pixel. Use one for a centered ray.
out_rays (wp.array4d[wp.vec3f] | None) – Optional output buffer, shape
(height, width, sample_count, 2)ofvec3f. IfNone, a new one is allocated.device (Device | str | None) – Device for the ray bundle. Defaults to the current Warp device.
- Returns:
Ray origins (
[..., 0]) and directions ([..., 1]), shape(height, width, sample_count, 2)ofvec3f.- Raises:
ValueError – If any focal length or calibration image dimension is non-positive, or if any calibration value is non-finite.
- Return type:
wp.array4d[wp.vec3f]
- static compute_camera_rays_pinhole_usd(width, height, camera, *, time=None, sample_count=1, out_rays=None, device=None)#
Compute camera-space rays for one USD pinhole camera.
Reads the perspective intrinsics (focal length and aperture) from a USD camera and builds the matching pinhole ray bundle.
- Parameters:
width (int) – Image width [px].
height (int) – Image height [px].
camera (Any) – A
UsdGeom.Cameraor aUsd.Primthat is a camera. Its projection must beperspective.time (Any | None) – USD time to sample the camera attributes at (a
Usd.TimeCodeor a frame number). IfNone, the default time code is used.sample_count (int) – Number of rays per pixel. Use one for a centered ray.
out_rays (wp.array4d[wp.vec3f] | None) – Optional output buffer, shape
(height, width, sample_count, 2)ofvec3f. IfNone, a new one is allocated.device (Device | str | None) – Device for the ray bundle. Defaults to the current Warp device.
- Returns:
Ray origins (
[..., 0]) and directions ([..., 1]), shape(height, width, sample_count, 2)ofvec3f.- Return type:
wp.array4d[wp.vec3f]
- __init__(model, *, default_clear_data=None, default_render_config=None, load_textures=True)#
Construct a camera sensor for a model.
- Parameters:
model (Model) – Newton simulation model to render. The sensor builds and owns its internal renderer for this model.
default_clear_data (ClearData | None) – Clear values used by
update()when itsclear_dataargument isNone. Defaults toClearData().default_render_config (RenderConfig | None) – Render settings used by
update()when itsrender_configargument isNone. Defaults toRenderConfig().load_textures (bool) – Load mesh textures from disk. Set
Falsefor checkerboard or custom-texture workflows (seeassign_checkerboard_material()).
- allocate_image(view_count, width, height, dtype)#
Allocate a zeroed output image array on the model device.
- Parameters:
- Returns:
Zeroed array of shape
(view_count, height, width)and dtype dtype, on the model device.- Return type:
wp.array[Any]
- allocate_image_albedo(view_count, width, height)#
Allocate an RGBA albedo output array (packed
uint32).
- allocate_image_color(view_count, width, height)#
Allocate an RGBA color output array (packed
uint32).
- allocate_image_color_hdr(view_count, width, height)#
Allocate a linear HDR color output array (
vec3f).
- allocate_image_depth(view_count, width, height)#
Allocate a ray-distance depth output array [m].
- allocate_image_depth_forward(view_count, width, height)#
Allocate a forward (planar) depth output array [m].
- allocate_image_normal(view_count, width, height)#
Allocate a world-space surface-normal output array (
vec3f).
- allocate_image_shape_index(view_count, width, height)#
Allocate a shape-index output array.
- assign_checkerboard_material(*, shape_indices, resolution=64, checker_size=32)#
Assign a gray checkerboard texture material to selected shapes.
- compute_camera_transforms_usd(cameras, *, time=None, xform=None)#
Read world-space camera transforms from one USD camera per view.
Converts each camera pose from its USD stage up axis to the rendered model’s up axis, then composes an optional scene xform (e.g. the transform passed to
ModelBuilder.add_usd). Use the result as thecamera_transformsargument toupdate().- Parameters:
cameras (Any) – A single
UsdGeom.Camera/Usd.Prim(one view) or a sequence of them (one per view, in view order).time (Any | None) – USD time to sample the camera poses at (a
Usd.TimeCodeor a frame number). IfNone, the default time code is used.xform (Any | None) – Optional scene transform
(pos, quat)applied on top of the up-axis conversion, matching the pose used when importing the stage.
- Returns:
World-space camera transforms, shape
(view_count,)oftransformf, on the model device.- Return type:
wp.array[wp.transformf]
- create_default_light(*, enable_shadows=True, direction=None)#
Create a default directional light for the rendered scene.
- Parameters:
enable_shadows (bool) – Enable shadow casting for this light. Shadows are only rendered when the render config also enables them, i.e.
enable_shadows=Truehere andrender_config.enable_shadows=True(the latter defaults toFalse); both switches must be set.direction (vec3f | None) – Normalized light direction. If
None, defaults to normalized(-1, 1, -1).
- sync_deformable_meshes(state)#
Synchronize render-only deformable triangle-mesh points from state.
update()calls this by default (passsync_deformables=Falseto skip it when you already synced). Call it explicitly only when you opt out of the automatic sync. It syncs deformable mesh points (rigid-only scenes are a no-op) but does not touch transforms; shape and particle BVHs are refit separately viabvh_refit_shapes()andbvh_refit_particles().- Parameters:
state (newton.State) – Current simulation state with particle positions.
- update(state, camera_transforms, camera_rays, *, color_image=None, depth_image=None, forward_depth_image=None, shape_index_image=None, normal_image=None, albedo_image=None, hdr_color_image=None, world_indices=None, clear_data=None, render_config=None, sync_deformables=True)#
Render this camera sensor.
The number of views is inferred from
camera_transforms.shape[0]; all non-Noneoutput arrays must have shape(view_count, height, width)matching thecamera_raysimage dimensions.On any frame whose geometry moved, refit the model’s shape and particle BVHs with
bvh_refit_shapes()andbvh_refit_particles()(both are built initially byfinalize()) before calling this; otherwise the render reads stale bounds. Deformable triangle-mesh points are synced from state automatically (seesync_deformables).The camera looks along its local
-Zaxis with+Yup and+Xright (the USD/OpenGL convention);camera_transformsplace that frame in world space.camera_rays[..., 0]are per-sample ray origins andcamera_rays[..., 1]are ray directions, both in camera space.- Parameters:
state (newton.State) – Simulation state with body and particle transforms.
camera_transforms (wp.array[wp.transformf]) – World-space camera transform per view [m, rad], shape
(view_count,)oftransformf, on the model device.camera_rays (wp.array4d[wp.vec3f]) – Camera-space ray origins and directions, shape
(height, width, sample_count, 2)ofvec3f, on the model device. Bundles withsample_count > 1requirerender_config.anti_aliasingto beAntiAliasing.SSAAorAntiAliasing.MSAA.color_image (wp.array3d[wp.uint32] | None) – Output RGBA color buffer (packed
uint32).depth_image (wp.array3d[wp.float32] | None) – Output ray-distance depth from each ray origin [m].
forward_depth_image (wp.array3d[wp.float32] | None) – Output depth measured from the camera origin along its forward axis [m], including per-ray origin offsets.
shape_index_image (wp.array3d[wp.uint32] | None) – Output shape-index buffer.
normal_image (wp.array3d[wp.vec3f] | None) – Output world-space surface normals.
albedo_image (wp.array3d[wp.uint32] | None) – Output albedo buffer (packed
uint32).hdr_color_image (wp.array3d[wp.vec3f] | None) – Output linear HDR color buffer.
world_indices (wp.array[wp.int32] | None) – Optional per-view world selector, shape
(view_count,). Defaults to the identity mapping (viewirenders worldi). A valid entry is a world index in[0, model.world_count). AWorldRenderFlagsentinel disables the view (DISABLE_CLEARclears the outputs,DISABLE_PRESERVEleaves them unchanged). Any other value, including-1(reserved for future global-world rendering) and indices>= model.world_count, is treated asDISABLE_CLEAR.clear_data (ClearData | None) – Clear values for this call. Defaults to
default_clear_data.render_config (RenderConfig | None) – Render settings for this call. Defaults to
default_render_config.sync_deformables (bool) – Sync deformable triangle-mesh points from state before rendering (a no-op for rigid-only scenes). Set
Falseif you already calledsync_deformable_meshes()this frame.
- default_render_config: RenderConfig#
Render settings used by
update()when itsrender_configargument isNone.