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--Documentation for ArticulatedObjectAttributes and PbrShaderAttribut…
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…es and JSON configurations. (#2237)

* --articulated object config descriptions
* --pbr shader config descriptions and example
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jturner65 committed Oct 12, 2023
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24 changes: 24 additions & 0 deletions data/test_assets/pbr/example.pbr_config.json
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{
"enable_direct_lights": true,
"enable_ibl": true,
"ibl_blut_filename": "brdflut_ldr_512x512.png",
"ibl_envmap_filename": "brown_photostudio_02_1k.hdr",
"direct_light_intensity": 3.14,
"skip_missing_tbn_calc": false,
"use_mikkelsen_tbn": false,
"map_mat_txtr_to_linear": true,
"map_ibl_txtr_to_linear": true,
"map_output_to_srgb": true,
"use_direct_tonemap": false,
"use_ibl_tonemap": true,
"use_burley_diffuse": true,
"skip_clearcoat_calc": false,
"skip_specular_layer_calc": false,
"skip_anisotropy_layer_calc": false,
"direct_diffuse_scale": 0.5,
"direct_specular_scale": 0.5,
"ibl_diffuse_scale": 0.5,
"ibl_specular_scale": 0.5,
"tonemap_exposure": 4.5,
"gamma": 2.2
}
3 changes: 3 additions & 0 deletions data/test_assets/urdf/skinned_prism.ao_config.json
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{
"urdf_filepath": "skinned_prism.urdf",
"render_asset": "../objects/skinned_prism.glb",
"uniform_scale": 1.0,
"mass_scale": 1.0,
"semantic_id": 100,
"base_type": "free",
"inertia_source": "computed",
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170 changes: 164 additions & 6 deletions docs/pages/attributesJSON.rst
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Expand Up @@ -337,13 +337,70 @@ Below are stage-specific physical and object-related quantities. These values w
- double
- The conversion of given units to meters.

`ArticulatedObjectAttributes`_
==============================
:ref:`ArticulatedObjectAttributes` templates hold descriptive information for instancing articulated objects into Habitat-Sim via URDF files. These file names should be formatted as follows:

<articulated_object_name>.ao_config.json

`An example of an appropriately configured Articulated Object Attributes file can be found below <facebookresearch/habitat-sim/blob/main/data/test_assets/urdf/skinned_prism.ao_config.json>`_:

.. include:: ../../data/test_assets/urdf/skinned_prism.ao_config.json
:code: json


Articulated Object URDF File And Assets
---------------------------------------

Below are the handles and descriptors for the source URDF file and the render asset/skin used by an articulated object.

"urdf_filepath"
- string
- The relative path to the URDF file describing the articulated object this config references. This field is REQUIRED and must be a legal, findable urdf file for this configuration to be successfully registered after load.
"render_asset"
- string
- The relative file path to the asset/skin used to render an articulated object, if it exists

Articulated Object Configuration And Rendering
----------------------------------------------

"uniform_scale"
- double
- The uniform scaling to apply to this articulated object after load (defaults to 1.0). This is modifiable by the scene instance specification.
"mass_scale"
- double
- The amount the mass of the articulated object should be scaled upon load (defaults to 1.0). This is modifiable by the scene instance specification.
"semantic_id"
- integer
- The semantic id assigned to articulated objects built from this configuration.
"base_type"
- string (one of "free", "fixed")
- The type of joint to be used to connect the base of the articulated object to the world (the root 6 dofs). Defaults to "free".
"inertia_source"
- string (one of "computed", "urdf")
- Specifies the source of the inertia tensors used for solving the dynamics of this articulated object. Defaults to "computed".
"link_order"
- string (one of "urdf_order", "tree_traversal")
- Specifies how link order should be determined for the articulated object upon load. Defaults to "tree_traversal".
"render_mode"
- string (one of "default", "skin", "link_visuals", "none", "both")
- Specifies the possible options for what will be rendered for the articulated object this configuration instantiates. Default value is "default".
- "default" : Render the articulated object using its skin if it has one, otherwise render it using the urdf-defined link meshes/primitives.
- "skin" : Render the articulated object using its skin.
- "link_visuals" : Render the articulated object using urdf-defined meshes/primitives to represent each link.
- "none" : Don't render the articulated object.
- "both" : Render the articulated object with both its skin and the urdf-defined link meshes/primitives simultaneously (for debug purposes).
"shader_type"
- string (one of "material", "flat", "phong", "pbr") ["pbr" currently not supported.]
- The shader to be used to render the articulated object. 'material' uses the render asset's specified material, other values force specified shader regardless of asset specification. Defaults to 'phong'.

`ObjectAttributes`_
===================
:ref:`ObjectAttributes` templates hold descriptive information for instancing rigid objects into Habitat-Sim. These file names should be formatted as follows:

<objectname>.object_config.json

`An example of an appropriately configured Object Attributes file can be found below <facebookresearch/habitat-sim/blob/main/data/test_assets/objects/donut.object_config.json>`_:
`An example of an appropriately configured object Attributes file can be found below <facebookresearch/habitat-sim/blob/main/data/test_assets/objects/donut.object_config.json>`_:

.. include:: ../../data/test_assets/objects/donut.object_config.json
:code: json
Expand Down Expand Up @@ -460,6 +517,112 @@ The :ref:`LightLayoutAttributes` JSON should contain a single cell named "lights
- string
- The frame to use to place the light. "global", meaning stage's origin, and "camera", meaning place relative to a (potentially moving) camera, are currently supported.


`PbrShaderAttributes`_
======================
:ref:`PbrShaderAttributes` templates describe parameters that determine the configuration and performance of Habitat's PBR shader, for both direct and indirect(Image Based) lighting. The file names for these JSON should be formatted as follows:

<pbrIblConfigurationName>.pbr_config.json

`An example of an appropriately configured PBRShader Attributes file can be found below <facebookresearch/habitat-sim/blob/main/data/test_assets/pbr/example.pbr_config.json>`_:

.. include:: ../../data/test_assets/pbr/example.pbr_config.json
:code: json

The :ref: `PbrShaderAttributes` JSON

PBR Frame And Direct Lighting Parameters
----------------------------------------
The parameters below effect the render equation calculations for direct lighting to be used for all PBR-shaded assets.

"enable_direct_lights"
- boolean
- Whether the direct lights should be enabled or disabled in the shader Defaults to true.
"direct_light_intensity"
- float
- Specifies the direct light intensity - used to balance direct lighting results so that the same lighting can be used with PBR and phong. Defaults to 1.0
"map_mat_txtr_to_linear"
- boolean
- Whether we should use shader-based srgb-to-linear approximation remapping of applicable material color textures from srgb to linear on input (so that calculations are performed on linear space colors). Defaults to true.
"use_direct_tonemap"
- boolean
- Whether to use the provided tonemapping on direct lit results. Defaults to false.
"use_burley_diffuse"
- boolean
- Whether to use the Burley/Disney diffuse calculation or lambertian calculation for direct lit diffuse color contribution. Lambertian is a very simple calculation but not quite as pretty as the Burley/Disney diffuse calc we use by default Defaults to true.

PBR Indirect (IBL) Lighting Parameters
--------------------------------------
The parameters below effect the render equation calculations for indirect (Image-Based) lighting to be used for all PBR-shaded assets.

"enable_ibl"
- boolean
- Whether image based lighting should be enabled or disabled in the shader Defaults to true.
"ibl_blut_filename"
- string/filepath
- The location of the brdf Lookup Table used for the IBL Specular calculation, either as a relative path or the entry in the precompiled resource file : brdflut_ldr_512x512.png. Defaults to "brdflut_ldr_512x512.png"
"ibl_envmap_filename"
- string/filepath
- The location of the equirectangular environment map used to derive the Irradiance cubemap for IBL Diffuse calculations as well as the Prefiltered Envmap used for IBL Specular calculations. This location is specified as either as a relative path or entry in the precompiled resource file of maps already provided with Habitat : ["anniversary_lounge_1k.hdr","autoshop_01_1k.hdr","blue_photo_studio_1k.hdr", "brown_photostudio_02_1k.hdr", "lythwood_room_1k.hdr]. Defaults to "brown_photostudio_02_1k.hdr"
"map_ibl_txtr_to_linear"
- boolean
- Whether we should use shader-based srgb-to-linear approximation remapping of applicable IBL environment map textures from srgb to linear on input (so that calculations are performed on linear space colors). Defaults to true.
"use_ibl_tonemap"
- boolean
- Whether to use the provided tonemapping on IBL lit results. Defaults to true.

PBR Direct/IBL Mix Parameters
-----------------------------
The parameters below control the mixture of direct and IBL-derived diffuse and specular contributions to be used in the final color from the PBR shader. The full mixture of direct and IBL diffuse is added to the full mixture of direct and IBL specular for the final color.

"direct_diffuse_scale"
- float
- The scale value to multiply the direct lighting diffuse result when using both direct lighting and IBL. If direct_diffuse_scale + ibl_diffuse_scale is greater than 1 then this will increase the brightness of the scene, possibly detrimentally. Defaults to .5.
"direct_specular_scale"
- float
- The scale value to multiply the direct lighting specular result when using both direct lighting and IBL. If direct_specular_scale + ibl_specular_scale is greater than 1 then this will increase the brightness of the scene, possibly detrimentally. Defaults to .5.
"ibl_diffuse_scale"
- float
- The scale value to multiply the IBL diffuse result when using both direct lighting and IBL. If direct_diffuse_scale + ibl_diffuse_scale is greater than 1 then this will increase the brightness of the scene, possibly detrimentally. Defaults to .5.
"ibl_specular_scale"
- float
- The scale value to multiply the IBL specular result when using both direct lighting and IBL. If direct_specular_scale + ibl_specular_scale is greater than 1 then this will increase the brightness of the scene, possibly detrimentally. Defaults to .5.


PBR General Parameters
----------------------
These parameters effect calculations used by both Direct and Image-Based lit calculations in the PBR shader.

"skip_missing_tbn_calc"
- boolean
- Whether to skip the online TBN frame derivation calculation, if precalculated tangents are not provided. If this is true and no prefiltered tangents are provided, normal textures will not work properly, and neither will clearcoat textures or anisotropy. Defaults to false.
"use_mikkelsen_tbn"
- boolean
- Whether to use the mikkelsen TBN calculation. If false, a simplified version is used to derive the TBN that seems equivalent and is cheaper to calculate. Defaults to false.
"tonemap_exposure"
- float
- The exposure value for the tonemapping being used. Defaults to 4.5.
"gamma"
- float
- The gamma value that is used for the remapping calculations between linear and sRGB color spaces. Defaults to 2.2.
"map_output_to_srgb"
- boolean
- Whether the shader-based linear-to-srgb approximation remapping of color output in PBR rendering for both direct and IBL results should be used. Defaults to true.

PBR Debug Parameters
--------------------
These parameters control the enabling or disabling of particular extension layer calculations in the shader. These may not be supported in user-facing code.

"skip_clearcoat_calc"
- boolean
- Skip all clearcoat layer calculations regardless of material settings. This is for debugging/perf testing. Defaults to false.
"skip_specular_layer_calc"
- boolean
- Skip all specular layer calculations regardless of material settings. This is for debugging/perf testing. Defaults to false.
"skip_anisotropy_layer_calc"
- boolean
- Skip all anisotropy layer calculations regardless of material settings. This is for debugging/perf testing. Defaults to false.

`PhysicsManagerAttributes`_
===========================
:ref:`PhysicsManagerAttributes` templates describe quantities pertinent to building the simulation world. Any source configuration JSON files used to build these attributes should be formatted as follows:
Expand Down Expand Up @@ -545,8 +708,3 @@ Object Instance User Data
-------------------------

User data can also be tied to specific instances of an object. When an object is first instantiated, the current user data defined in the :ref:`ObjectAttributes` is copied into the object. Instance-specific user data can then be queried and set with :ref:`ManagedRigidObject.user_attributes` and :ref:`ManagedArticulatedObject.user_attributes`.

ArticulatedObject User Data
---------------------------

While *ArticulatedObjects* are completely defined by their URDF files and parsing parameters, Habitat-sim does support importing additional user metadata via an accompanying *<urdf_name>.ao_config.json* file. See `ReplicaCAD <https://aihabitat.org/datasets/replica_cad/index.html>`_ for an example.

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