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Render-Data.md

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Render Data

Preparation

  • Camera trajectory: You can use the provided trajectories in folder MatrixCitySequence or you own generated trajectory. Please put this folder under the folder CitySample\Content. Sequence

  • Rendering config: You can use the provided config in folder MatrixCityRenderConfig. Please copy these uassets into folder CitySample\Content\Cinematics. Ortherwise the engine cannot find these uassets.
    RenderConfig

Proejct Setting

The primary aim of the MatrixCity v0.1.0 dataset is to study the core challenges of city-scale neural rendering. To facilitate this, we disabled the directional light, sun dome, fog, and human and car crowds, resulting in a static scene. The environmental settings in our paper are as follows. You can also modify these settings to generate data that meets your requirements.

  • Light:

    • Search light in Outliner, including sky light and directional light. Search_light

    • In our paper, we set the directional light invisible, ie. Visible as False. Invisible_directional_light

    • In your work, you can set the directional light visible. After selecting the asset, you can adjust the light intensity, angle, color and so on for both sky light and directional light in the Details panel. Adjust_light

  • Sun dome:

    • Search sun in Outliner Search_sun

    • In our paper, we set the sun invisible to to avoid some overexposure situations, ie. Visible as False. Note that never set the dome to invisible. Invisible_sun

    • In your work, you can set the sun visible.

  • Fog:

    • Search fog in Outliner Search_fog

    • In our paper, we set the fog invisible, ie. Visible as False. Invisible_fog

    • In your work, you can set the fog visible. After selecting the asset, you can adjust the fog's density, height and so on in the Details panel. Adjust_fog

  • Human and Car crowds:

    • Search spawn in Outliner, including BP_MassCrowdSpawner (number of moving pedestrians), BP_MassTrafficParkedVehichleSpawner(number of static parked cars), and BP_MassTrafficVehicleSpwaner(number of moving cars). Search_spawn

    • In our paper, we set the count of BP_MassCrowdSpawner, BP_MassTrafficVehicleSpwaner and BP_MassTrafficParkedVehichleSpawner to 0 in the Details panel, resulting a static scene. Crowd_0 Car_0 Car_1

    • In your work, after selecting the asset, you can adjut the count of moving pedestrians, static parked cars and moving cars in the Details panel to simulate the real-world dynamic scenes.

  • PostProcessVolume:

    • Search post in Outliner, including PostProcessVolume_Sandbox_only, PostProcessVolumePostToggle_Sandbox_only and PostProcessVolume_WP. Search_post

    • In our work, we set the Vignette Intensity of PostProcessVolume_Sandbox_only, PostProcessVolumePostToggle_Sandbox_only and PostProcessVolume_WP to 0.0 in the Details panel for appearance consistency. Vignette is an effect that simulates the darkening in real-world camera lenses. High quality lens try to compensate for this effect. The effect is mostly noticeable near the edges of the image. Please refer to vignette for more details. Sandbox_only PostToggle_Sandbox_only WP

    • In your work, if you want to simulate this camera imperfection, you can adjust this value for the relevant camera in the Details panel. Camera_vignette

Render

1. Double click the camera trajectory uasset to enter the sequence.

Into_sequence In_sequence

2. Select the newest Movie Render Queue version and click this icon to render images.

Select_MVQ_version

3. Click the icons below to select the render config you want.

Select_config

4. You can control the rendering pass in the section Exports. Our default rendering config only enable rgb, depth and normal pass. You can enable other passes you want. You can also control the output format by changing Extension of each path. Note that output of exr format is in the linear space and output of png format is in the sRGB space, which needs gamma correction for mutual conversion.

Select_render_pass

5. You can control the output directory, output name format, and output resolution in the section Output. After finishing setting the render config, remember to click the Accept icon.

Select_output_setting

6. (Optional) If you change the config file provided, you can click this icon to create your own config file, which is saved in folder CitySample/Content/Cinematics.

Save_config

7. Click the Render(local) icon to render the images. Note that the first running requires compiling the shaders, which will take a long time. Just wait patiently. Output will be saved in the folder you specify in the render config.

render

Extra

Camera aspect ratio:

The default camera aspect ratio is 16:9. If your output resolution is not this ratio, you should set Constrain Aspect Ratio as False in the Details panel after selecting the cine camera actor. We have changed this setting in our provided camera trajectories of street view. Please note that you need to change this setting for your own generated trajectories, whose output resolution ratio is not 16:9. Set_constrain

Depth:

1. To achieve the highest possible image quality, we use anti-aliasing during the rendering process. This will make the edges of the depth smooth and brings noises when converting depth into poing cloud. Please refer to Noise in depth gt for more details. We only provide the depth map rendered with anti-alias.

If you want to use the depth map to guide reconstruction, depth map rendered with anti-alias is more suitable because rgb is also rendered with anti-alias. You can download our provided depth map.

If you want to extract geometry from depth map, you should rendered without anti-alias. You just change the Spatial Sample Count from 8 to 1 in rendering config file to disable the anti-alias. Set_anti_alias

2. The default data type for the EXR file is float16, which can represent a maximum value of 65504, and the precision decreases as it approaches this maximum value. float16 is reasonable for depth maps of street views, but many depth maps of aerial views exceed this range, necessitating the use of float32 precision. You can set the Use 32Bit Post Process Materials as True in rendering config file to save depth map in float32 format.

Set_float32