Merge pull request #3111 from StafaH:main
PiperOrigin-RevId: 871825088 Change-Id: I1e9c4a559a19427753cfdbacc7c7254ad0cb9c6c
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@@ -21,15 +21,16 @@ MJWarp is developed and maintained as a joint effort by `NVIDIA <https://nvidia.
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Tutorial notebook
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=================
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The MJWarp basics are covered in a
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`tutorial
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notebook <https://colab.research.google.com/github/google-deepmind/mujoco_warp/blob/main/notebooks/tutorial.ipynb>`__.
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The MJWarp basics are covered in a tutorial |notebook| |open in colab|.
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.. |notebook| replace:: `[notebook] <https://github.com/google-deepmind/mujoco_warp/blob/main/notebooks/tutorial.ipynb>`__
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.. |open in colab| replace:: `[open in colab] <https://colab.research.google.com/github/google-deepmind/mujoco_warp/blob/main/notebooks/tutorial.ipynb>`__
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When To Use MJWarp?
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===================
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.. TODO(robotics-simulation): batch renderer
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High throughput
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---------------
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@@ -365,9 +366,6 @@ To enable this routine set ``Model.opt.ls_parallel=True`` or add a custom numeri
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The parallel linesearch is currently an experimental feature.
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.. _mjwBatch:
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Memory
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------
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@@ -409,6 +407,8 @@ total contacts with per-collider contacts: mesh-mesh: 30 (CCD), ellipsoid-ellips
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(primitive) should set `nconmax`_ / `naconmax`_ to at least 8 / 80 (may require more for broadphase) and ``nccdmax`` /
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``naccdmax`` to 3 / 30.
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.. _mjwBatch:
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Batched :class:`Model <mujoco_warp.Model>` Fields
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=================================================
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@@ -464,6 +464,104 @@ subset of fields.
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Heterogeneous worlds, for example: per-world meshes or number of degrees of freedom, are not currently available.
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Batch Rendering
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===============
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MJWarp provides a high-throughput ray-tracing batch renderer built on
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`Warp's accelerated BVHs <https://nvidia.github.io/warp/api_reference/_generated/warp.Bvh.html#warp.Bvh>`__ for
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rendering worlds with multiple cameras in parallel on device.
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Key features:
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- **Mesh rendering with textures**: BVH-accelerated mesh rendering with full texture support.
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- **Heightfield rendering**: Optimized rendering for heightfields.
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- **Flex rendering**: Render 2D and 3D :ref:`flex<deformable-flex>` objects.
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- **Lighting and shadows**: Dynamic lighting with configurable shadows; domain randomizable: `light_active`,
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`light_type`, `light_castshadow`, `light_xpos`, `light_xdir`.
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- **Heterogeneous multi-camera**: Multiple cameras per world and each camera can have a different resolution
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(`cam_resolution`), field of view (`cam_fovy`, `cam_sensorsize`, `cam_intrinsic`), and output mode (`cam_output`).
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- **Domain Randomization**: Per-world :class:`mjw.Model <mujoco_warp.Model>` fields (see
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:ref:`Batched Model Fields <mjwBatch>` above): `geom_matid`, `geom_size`, `geom_rgba`, `mat_texid`, `mat_texrepeat`,
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`mat_rgba`.
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- **BVH-accelerated ray/rays API**: Ray casting: Accelerated :func:`mjw.ray <mujoco_warp.ray>`,
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:func:`mjw.rays <mujoco_warp.rays>`, and :ref:`rangefinder sensors <sensor-rangefinder>` via
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`Warp's BVHs <https://nvidia.github.io/warp/api_reference/_generated/warp.Bvh.html#warp.Bvh>`__.
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Basic Usage
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----------
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Rendering or raycasting requires a :class:`mjw.RenderContext <mujoco_warp.RenderContext>` which contains BVH structures
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and rendering and output buffers.
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.. code-block:: python
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rc = mjw.create_render_context(
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mjm,
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nworld=1,
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cam_res=(256, 256), # Override camera resolution (or per-camera list)
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render_rgb=True, # Enable RGB output (or per-camera list)
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render_depth=True, # Enable depth output (or per-camera list)
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use_textures=True, # Apply material textures
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use_shadows=False, # Enable shadow casting (slower)
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enabled_geom_groups=[0, 1], # Only render geoms in groups 0 and 1
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cam_active=[True, False], # Selectively enable/disable cameras
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flex_render_smooth=True, # Smooth shading for soft bodies
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)
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Each :class:`mjw.RenderContext <mujoco_warp.RenderContext>` parameter can be applied globally or per camera.
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Additionally, values for :class:`mjw.RenderContext <mujoco_warp.RenderContext>` parameters can be parsed from XML:
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.. code-block:: xml
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<camera name="front_camera" pos="3 0 2" xyaxes="0 1 0 -0.6 0 0.8" resolution="64 64" output="rgb depth"/>
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or set via :ref:`mjSpec <mjspec>` for camera customization.
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To render, first call :func:`mjw.refit_bvh <mujoco_warp.refit_bvh>` to update the BVH trees,
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followed by :func:`mjw.render <mujoco_warp.render>` to write to output buffers.
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.. code-block:: python
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mjw.refit_bvh(m, d, rc)
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mjw.render(m, d, rc)
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The output buffers contain stacked pixels for all cameras with shape `(nworld, npixel)` and RGB data is
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packed into one `unit32` variable. `RenderContext.rgb_adr` and `RenderContext.depth_adr` provide per-camera indexing.
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For convenience, :func:`mjw.get_rgb <mujoco_warp.get_rgb>` and :func:`mjw.get_depth <mujoco_warp.get_depth>`
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provide per-camera batched post-processing.
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.. code-block:: python
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nworld = 1
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cam_index = 0
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resolution = rc.cam_res.numpy()[cam_index]
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rgb_data = wp.zeros((nworld, resolution[1], resolution[0]), dtype=wp.vec3)
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mjw.get_rgb(rc, rgb_data=rgb_data, cam_id=cam_index)
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A complete example can be found in the MJWarp tutorial |notebook| |open in colab|.
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Benchmarks
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----------
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Rendering can be benchmarked using `testspeed`_:
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.. code-block:: shell
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mjwarp-testspeed benchmarks/primitives.xml --function=render
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For benchmark results across a variety of scenes, see the
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`released benchmarks <https://github.com/google-deepmind/mujoco_warp/pull/1113>`__.
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Notes
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-----
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- **Meshes**: Rendering computation scales with mesh complexity. A primitive is expected to have better
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performance (i.e., higher throughput) compared to a similar sized :ref:`mesh<body-geom-mesh>` or
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:ref:`heightfield <body-geom-hfield>`.
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- **Flex**: Currently limited to 2D and 3D :ref:`flex<deformable-flex>` objects. Performance is expected to improved as
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this feature is further developed.
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- **Scaling**: Rendering scales linearly with resolution (total number of pixels) and number of cameras.
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.. _mjwFAQ:
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Frequently Asked Questions
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