From 59bc4fb88edc221d78501d710bce679feb78e877 Mon Sep 17 00:00:00 2001 From: Mustafa Haiderbhai Date: Wed, 18 Feb 2026 15:19:00 -0500 Subject: [PATCH] Fix typo and improve wording in render doc --- doc/mjwarp/index.rst | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/doc/mjwarp/index.rst b/doc/mjwarp/index.rst index 4fe9dfe3..e85011c0 100644 --- a/doc/mjwarp/index.rst +++ b/doc/mjwarp/index.rst @@ -467,9 +467,9 @@ subset of fields. Batch Rendering =============== -MJWarp provides a high-throughput ray-tracing batch renderer built on +MJWarp provides a high-throughput ray tracing batch renderer built on `Warp's accelerated BVHs `__ for -rendering worlds with multiple cameras in parallel on device. +rendering worlds with multiple cameras in parallel. Key features: @@ -490,8 +490,8 @@ Key features: Basic Usage ---------- -Rendering or raycasting requires a :class:`mjw.RenderContext ` which contains BVH structures -and rendering and output buffers. +Rendering or raycasting requires a :class:`mjw.RenderContext ` which contains BVH structures, +rendering specific fields, and output buffers. .. code-block:: python @@ -526,9 +526,9 @@ followed by :func:`mjw.render ` to write to output buffers. mjw.render(m, d, rc) The output buffers contain stacked pixels for all cameras with shape `(nworld, npixel)` and RGB data is -packed into one `unit32` variable. `RenderContext.rgb_adr` and `RenderContext.depth_adr` provide per-camera indexing. +packed into one `uint32` variable. `RenderContext.rgb_adr` and `RenderContext.depth_adr` provide per-camera indexing. For convenience, :func:`mjw.get_rgb ` and :func:`mjw.get_depth ` -provide per-camera batched post-processing. +return processed and reshaped RGB and depth data for a given camera batched for all worlds. .. code-block:: python @@ -555,12 +555,12 @@ For benchmark results across a variety of scenes, see the Notes ----- -- **Meshes**: Rendering computation scales with mesh complexity. A primitive is expected to have better - performance (i.e., higher throughput) compared to a similar sized :ref:`mesh` or +- **Meshes**: Rendering computation scales with mesh complexity, specifically the number of vertices and faces. A primitive is expected to have better + performance (i.e., higher throughput) compared to a similar-sized :ref:`mesh` or :ref:`heightfield `. -- **Flex**: Currently limited to 2D and 3D :ref:`flex` objects. Performance is expected to improved as +- **Flex**: Currently limited to 2D and 3D :ref:`flex` objects. Performance is expected to improve as this feature is further developed. -- **Scaling**: Rendering scales linearly with resolution (total number of pixels) and number of cameras. +- **Scaling**: Rendering scales linearly with resolution (total pixel count) and camera count (parallel structure). .. _mjwFAQ: