Fix typo and improve wording in render doc
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@@ -467,9 +467,9 @@ subset of fields.
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Batch Rendering
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Batch Rendering
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===============
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===============
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MJWarp provides a high-throughput ray-tracing batch renderer built on
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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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`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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rendering worlds with multiple cameras in parallel.
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Key features:
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Key features:
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@@ -490,8 +490,8 @@ Key features:
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Basic Usage
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Basic Usage
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----------
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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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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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rendering specific fields, and output buffers.
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.. code-block:: python
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.. code-block:: python
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@@ -526,9 +526,9 @@ followed by :func:`mjw.render <mujoco_warp.render>` to write to output buffers.
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mjw.render(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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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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packed into one `uint32` 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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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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return processed and reshaped RGB and depth data for a given camera batched for all worlds.
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.. code-block:: python
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.. code-block:: python
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@@ -555,12 +555,12 @@ For benchmark results across a variety of scenes, see the
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Notes
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Notes
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-----
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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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- **Meshes**: Rendering computation scales with mesh complexity, specifically the number of vertices and faces. 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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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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: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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- **Flex**: Currently limited to 2D and 3D :ref:`flex<deformable-flex>` objects. Performance is expected to improve as
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this feature is further developed.
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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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- **Scaling**: Rendering scales linearly with resolution (total pixel count) and camera count (parallel structure).
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.. _mjwFAQ:
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.. _mjwFAQ:
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