Spaces:
Build error
Build error
.. _offscreen_guide: | |
Offscreen Rendering | |
=================== | |
.. note:: | |
If you're using a headless server, you'll need to use either EGL (for | |
GPU-accelerated rendering) or OSMesa (for CPU-only software rendering). | |
If you're using OSMesa, be sure that you've installed it properly. See | |
:ref:`osmesa` for details. | |
Choosing a Backend | |
------------------ | |
Once you have a scene set up with its geometry, cameras, and lights, | |
you can render it using the :class:`.OffscreenRenderer`. Pyrender supports | |
three backends for offscreen rendering: | |
- Pyglet, the same engine that runs the viewer. This requires an active | |
display manager, so you can't run it on a headless server. This is the | |
default option. | |
- OSMesa, a software renderer. | |
- EGL, which allows for GPU-accelerated rendering without a display manager. | |
If you want to use OSMesa or EGL, you need to set the ``PYOPENGL_PLATFORM`` | |
environment variable before importing pyrender or any other OpenGL library. | |
You can do this at the command line: | |
.. code-block:: bash | |
PYOPENGL_PLATFORM=osmesa python render.py | |
or at the top of your Python script: | |
.. code-block:: bash | |
# Top of main python script | |
import os | |
os.environ['PYOPENGL_PLATFORM'] = 'egl' | |
The handle for EGL is ``egl``, and the handle for OSMesa is ``osmesa``. | |
Running the Renderer | |
-------------------- | |
Once you've set your environment variable appropriately, create your scene and | |
then configure the :class:`.OffscreenRenderer` object with a window width, | |
a window height, and a size for point-cloud points: | |
>>> r = pyrender.OffscreenRenderer(viewport_width=640, | |
... viewport_height=480, | |
... point_size=1.0) | |
Then, just call the :meth:`.OffscreenRenderer.render` function: | |
>>> color, depth = r.render(scene) | |
.. image:: /_static/scene.png | |
This will return a ``(w,h,3)`` channel floating-point color image and | |
a ``(w,h)`` floating-point depth image rendered from the scene's main camera. | |
You can customize the rendering process by using flag options from | |
and bitwise or-ing them together. For example, | |
the following code renders a color image with an alpha channel | |
and enables shadow mapping for all directional lights: | |
>>> flags = RenderFlags.RGBA | RenderFlags.SHADOWS_DIRECTIONAL | |
>>> color, depth = r.render(scene, flags=flags) | |
Once you're done with the offscreen renderer, you need to close it before you | |
can run a different renderer or open the viewer for the same scene: | |
>>> r.delete() | |
Google CoLab Examples | |
--------------------- | |
For a minimal working example of offscreen rendering using OSMesa, | |
see the `OSMesa Google CoLab notebook`_. | |
.. _OSMesa Google CoLab notebook: https://colab.research.google.com/drive/1Z71mHIc-Sqval92nK290vAsHZRUkCjUx | |
For a minimal working example of offscreen rendering using EGL, | |
see the `EGL Google CoLab notebook`_. | |
.. _EGL Google CoLab notebook: https://colab.research.google.com/drive/1rTLHk0qxh4dn8KNe-mCnN8HAWdd2_BEh | |