"""replay — L5 visual: re-render recorded episodes kinematically, in parallel envs. Generation records full restorable states per sim tick (`ep_NNNN/traj.npz`, keys = the flattened `env.get_states()` tree). Replay rebuilds the env from the CELL's LOCAL scene (same as generation), restores E episodes at once — one per env slot — through `env.set_states`, and renders every env in a single pass with a TiledCamera. Physics never decides anything: every rendered frame is a restored recorded state (plus the one sim tick that syncs PhysX -> renderer), so visual changes (camera, lighting, textures) apply retroactively to every episode ever recorded. The parts that bite (all handled here): - env-origin shift: recorded states are world-frame on the SOURCE batch's env grid; each replay slot shifts them onto its own origin, anchored on the robot base (deterministic, never jittered): shift_e = replay_base_e - recorded robot/root[0]. - scene.post_step() runs on the restored state BEFORE the render, so state-coupled visuals (the bulb-glow mechanic) land in the same frame, not one frame late. - the RTX temporal denoiser accumulates across frames ("visual cache"): a teleport leaves ghost trails, and the first frames of a boot render dark/noisy. Warmup renders at every chunk start flush it before any frame is kept. - Kit renders the state PhysX had at its last step: `sim.step(render=True)` (one tick from the restored state, velocities as recorded) is what syncs transforms into the renderer — `sim.render()` alone would show the previous frame's poses. Cameras are DECLARED, two kinds with two owners: the scene's `CAMERAS` are external views (env-origin-relative on the work surface — where to stand to see THIS geometry), the robot's `CAMERAS` are ego views (a `link` key mounts the camera on that body, eye/target in the link frame — it rides the link through the replayed motion). All declared views render simultaneously in one pass, one TiledCamera each; `--cams` selects a subset, and `--eye/--target` adds a one-time ad-hoc view (named by `--cam`) for probing before numbers get written into a declaration. Per-view `bands` randomize the pose with THE sampling grammar (engine/sampler.py) on {eye,target}_{x,y,z}: nominal = the declared value, drawn PER EPISODE (Halton index = the episode's global position in the run), each episode holding its own fixed camera — set before the chunk's warmup, so the denoiser never sees it move. Outputs, per (episode, view): `imgs/.mp4` (THE dataset video — one x264 stream at the true control-rate fps; LeRobot's native storage is mp4, so frames never exist as files) and `imgs/render_.json` (frame indices + the ACTUAL per-episode camera + joint names + visual draw — the export contract, per view so several views/looks coexist). Completion is atomic: the video streams to `.part.mp4`, renamed on close, and the json is written after — a `.part` file or a missing json marks a killed run, cleaned by the re-render. Per batch: `replay_sheet_.png` (episodes x time contact sheet, sampled from the videos). Visual diversification is SCENE-OWNED, like world physics: the cell's scene.py declares `VISUAL_PARAMS` bands (same grammar as `PHYSICAL_PARAMS`, cfg default = the nominal look). `visual_draw=k` samples the bands at Halton index k into ONE stage-wide look for the whole render pass (lights and ground are shared prims, so a pass has a single look; K looks of the same episodes = K render runs, distinct `--cam` names keep them all). The draw is applied at BOTH moments, so a knob needs no tag saying which kind it is: sampled values are written onto the scene cfg before the build (build-consumed fields — a table preset, a backdrop usd — take effect there with no extra code), then handed to `scene.apply_visual_params` after it (the LIVE subset: attribute writes, material rebinds; fields with no branch there already did their work at build). The draw index and values land in render_.json. The `--visual file.py` hook stays as the escape hatch for looks that don't band-ify (`setup(env)` once after the build, `per_frame(env, t)` before each rendered frame); this module stays generic. Needs a running AppLauncher (see scripts/render.py). One scene per process — the CLI splits multi-scene inputs into one subprocess per scene group. """ from __future__ import annotations import json import math import os from datetime import datetime, timezone from pathlib import Path from .generation import _load, build_env WARMUP_DEFAULT = 12 # throwaway renders per chunk start (temporal-denoiser flush) _FAR_CLIP = 40.0 # camera far clip (m); env_spacing beyond it isolates envs pixel-exactly # Mean RGB (0-255) a warmed-up first frame must reach; a stage lit by the wrong dome light # sits at ~15-30 while a correctly lit pc_ram view sits at ~110-130 (2026-08-26 probes). MIN_WARMUP_LUMA = 35.0 # ----- episode discovery ------------------------------------------------------------------------- def batch_scene(batch_dir: Path) -> str: """The scene cell a batch was generated on (from its meta's `cell`).""" return json.loads((batch_dir / "meta.json").read_text())["cell"].split("/")[0] def collect_episodes(gen_root: Path, batches: list[str] | None = None, episodes: list[str] | None = None) -> list[Path]: """Episode dirs to replay: explicit `episodes`, else every ep of `batches` (names under data/), else every ep of every batch.""" if episodes: out = [Path(e) for e in episodes] missing = [p for p in out if not (p / "traj.npz").is_file()] if missing: raise SystemExit(f"not episode dirs (no traj.npz): {missing}") return out data = gen_root / "data" dirs = [data / b for b in batches] if batches else sorted(d for d in data.iterdir() if d.is_dir()) return [ep for d in dirs for ep in sorted(d.glob("ep_*")) if (ep / "traj.npz").is_file()] def group_by_scene(eps: list[Path]) -> dict[str, list[Path]]: """{scene: [ep dirs]} — replay builds one env per scene, so inputs split here.""" groups: dict[str, list[Path]] = {} for ep in eps: groups.setdefault(batch_scene(ep.parent), []).append(ep) return groups # ----- state plumbing ---------------------------------------------------------------------------- def _unflatten(flat: dict) -> dict: """{"scene/bulbs": t, "robot/controller/0/prev_action": t} -> the nested set_states tree.""" out: dict = {} for key, v in flat.items(): node = out *parents, leaf = key.split("/") for p in parents: node = node.setdefault(p, {}) node[leaf] = v return out def _lookat_quat(eye, target): """World-convention (+X fwd, +Z up) look-at orientation as (w, x, y, z).""" import torch from isaaclab.utils.math import quat_from_matrix f = torch.tensor([t - e for t, e in zip(target, eye)], dtype=torch.float32) f = f / f.norm().clamp_min(1e-9) up = torch.tensor([0.0, 0.0, 1.0]) left = torch.linalg.cross(up, f) if left.norm() < 1e-6: # looking straight up/down: pick an arbitrary left left = torch.tensor([0.0, 1.0, 0.0]) left = left / left.norm() u = torch.linalg.cross(f, left) return tuple(quat_from_matrix(torch.stack([f, left, u], dim=1)).tolist()) # ----- cameras: declared views + the ad-hoc override ---------------------------------------------- _CAM_BAND_KEYS = ("eye_x", "eye_y", "eye_z", "target_x", "target_y", "target_z") def resolve_views(scene_cls, robot_cls, cams: list[str] | None, adhoc: dict | None) -> dict[str, dict]: """The views to render: the SCENE's `CAMERAS` (external, env-origin-relative on the work surface) merged with the ROBOT's `CAMERAS` (ego — a `link` key mounts the camera on that body, eye/target in the link frame), plus the CLI's one-time ad-hoc view. `cams` selects by name (None = all declared + the ad-hoc). Per-view `bands` use THE sampling grammar (engine/sampler.py) on {eye,target}_{x,y,z} — nominal = the declared value, drawn per episode; ego views can't band (their pose is the link's).""" from .sampler import _check_spec views = {n: {**spec, "link": None} for n, spec in getattr(scene_cls, "CAMERAS", {}).items()} for n, spec in getattr(robot_cls, "CAMERAS", {}).items(): if n in views: raise SystemExit(f"camera '{n}' declared by both {scene_cls.__name__} and {robot_cls.__name__}") views[n] = {**spec, "robot_prim": robot_cls().prim_name} if adhoc: views[adhoc["name"]] = {**adhoc, "link": None} for n, v in views.items(): bands = v.get("bands") or {} if bands and v.get("link"): raise SystemExit(f"camera '{n}': ego views (link-mounted) can't declare bands") unknown = set(bands) - set(_CAM_BAND_KEYS) if unknown: raise SystemExit(f"camera '{n}': bands on {sorted(unknown)} (allowed: {_CAM_BAND_KEYS})") v["bands"] = {k: _check_spec(f"CAMERAS['{n}']", k, s) for k, s in bands.items()} v.setdefault("focal", 16.0) if cams: missing = sorted(set(cams) - set(views)) if missing: raise SystemExit(f"unknown cameras {missing}; declared: {sorted(views)}") views = {n: views[n] for n in cams} if not views: raise SystemExit("no cameras: the scene/robot declare none — pass --eye/--target for a one-time view") return views def _camera_cfg(name: str, view: dict, size, surface_z: float): """Per-env TiledCamera for one view. External: under {ENV_REGEX_NS}/, eye/target env-origin-relative on the work surface (surface_z added here). Ego: under the robot link ({ENV_REGEX_NS}///), eye/target in the LINK frame — the camera rides the link through the replayed motion. `focal` is USD mm on the default 20.955 aperture (24 ≈ 47° hFOV, 16 ≈ 66°).""" import isaaclab.sim as sim_utils from isaaclab.sensors import TiledCameraCfg eye, target = view["eye"], view["target"] if view.get("link"): prim = "{ENV_REGEX_NS}/%s/%s/%s" % (view["robot_prim"], view["link"], name) else: prim = "{ENV_REGEX_NS}/" + name eye = (eye[0], eye[1], eye[2] + surface_z) target = (target[0], target[1], target[2] + surface_z) return TiledCameraCfg( prim_path=prim, width=size[0], height=size[1], data_types=["rgb"], update_period=0.0, offset=TiledCameraCfg.OffsetCfg(pos=tuple(eye), rot=_lookat_quat(eye, target), convention="world"), spawn=sim_utils.PinholeCameraCfg(focal_length=view["focal"], clipping_range=(0.05, _FAR_CLIP)), ) def build_replay_env(scene_dir: Path, num_envs: int, device: str, cams: list[str] | None, adhoc: dict | None, size, env_spacing: float, visual_draw: int | None = None, view_suffix: str = "", pose_jitter: tuple[float, ...] | None = None): """generation.build_env on the cell's LOCAL scene (nominal world — physics is overwritten every frame anyway), with one tiled camera PER RESOLVED VIEW injected into the scene's assets before the build. RTX renders ONE shared stage (no per-env world isolation like Madrona/ManiSkill), so standalone-robot frames come from geometry: `env_spacing` spreads the replay grid wider than the camera's far clip (`_FAR_CLIP`) — neighbors are clipped before rasterization, which is pixel-identical to independent worlds. The recorded states shift onto whatever grid replay builds, so the spacing is free. The shared ground plane is enlarged to keep a floor under the far-flung envs.""" import math import re from robobench.core.registries import SCENES _load("datagen_local_scene", scene_dir / "scene" / "scene.py") scene_name = re.search(r'@SCENES\.register\("([\w.]+)"\)', (scene_dir / "scene" / "scene.py").read_text()).group(1) import robobench import yaml robobench.discover() from robobench.core.registries import ENVS, ROBOTS scene_cls = SCENES.get(scene_name) gen = yaml.safe_load((scene_dir.parents[1] / "gen.yaml").read_text()) preset_cfg = ENVS.get(gen["preset"])() # the PRESET's scene cfg — the one the world is built with (generation._local_scene_cfg) # — not the scene class default: the coffee franka preset puts the counter at 0.55 while # the class default is 0.994, so every declared camera rendered 0.444 m too high from .generation import _local_scene_cfg surface_z = float(getattr(_local_scene_cfg(scene_cls, preset_cfg.scene_cfg, None), "surface_z", 0.0) or 0.0) robot_cls = ROBOTS.get(preset_cfg.robot) views = resolve_views(scene_cls, robot_cls, cams, adhoc) if pose_jitter and any(pose_jitter): # Per-episode pose jitter for DRAW passes, expressed through the native # band grammar (sampled per episode in place_banded_views): each external # view gets uniform ± bands around its declared pose. Scene-declared # bands win — the scene's own knowledge is never overridden. from .sampler import _check_spec ej, tj = pose_jitter[:3], pose_jitter[3:] for n, v in views.items(): if v.get("link"): continue # ego views ride their link; there is no free pose bands = dict(v["bands"]) for prefix, base, box in (("eye", v["eye"], ej), ("target", v["target"], tj)): for a, b, w in zip("xyz", base, box): key = f"{prefix}_{a}" if w and key not in bands: bands[key] = _check_spec( f"pose_jitter['{n}']", key, {"dist": "uniform", "lo": float(b) - w, "hi": float(b) + w}) v["bands"] = bands if view_suffix: views = {n + view_suffix: v for n, v in views.items()} # the visual draw is sampled BEFORE the build and written onto the scene cfg, so # build-consumed knobs (a table preset, a backdrop usd) take effect with no extra # code; live knobs are re-applied through scene.apply_visual_params after the build visual_values: dict = {} if visual_draw is not None: from .sampler import sample, scene_bands bands = scene_bands(scene_cls, scene_cls().cfg, attr="VISUAL_PARAMS") if not bands: raise SystemExit(f"--visual_draw: {scene_cls.__name__} declares no VISUAL_PARAMS bands") visual_values = sample(bands, visual_draw) cam_cfgs = {n: _camera_cfg(n, v, size, surface_z) for n, v in views.items()} # entities spawn in insertion order (scene assets, then robot assets): ego cameras # need the robot LINK prim to exist, so they inject into the ROBOT's assets — after # the Robot entry — while external views ride the scene's static_cfgs = {n: c for n, c in cam_cfgs.items() if not views[n].get("link")} ego_cfgs = {n: c for n, c in cam_cfgs.items() if views[n].get("link")} # grid extent + far-clip margin on every side ground_xy = (math.ceil(math.sqrt(num_envs)) - 1) * env_spacing + 2 * (_FAR_CLIP + 10.0) def assets_with_camera(self, _orig=scene_cls.assets): from isaaclab.sim import GroundPlaneCfg out = {**_orig(self), **static_cfgs} for asset in out.values(): spawn = getattr(asset, "spawn", None) if isinstance(spawn, GroundPlaneCfg) and max(spawn.size) < ground_xy: spawn.size = (ground_xy, ground_xy) return out def assets_with_ego(self, _orig=robot_cls.assets): return {**_orig(self), **ego_cfgs} scene_cls.assets = assets_with_camera robot_cls.assets = assets_with_ego try: env, gen, _, _ = build_env(scene_dir, num_envs, device, seed=0, nominal=True, env_spacing=env_spacing, scene_overrides=visual_values or None) finally: scene_cls.assets = assets_with_camera.__defaults__[0] robot_cls.assets = assets_with_ego.__defaults__[0] quenched = _quench_asset_dome_lights() if quenched: print(f"[replay] deactivated {len(quenched)} asset-embedded dome light(s) so the scene's " f"own light is the one RTX uses: {quenched[:3]}{' …' if len(quenched) > 3 else ''}", flush=True) return env, gen, visual_values, views, surface_z def _quench_asset_dome_lights() -> list[str]: """RTX honors ONE dome light per stage and picks it at process start — not deterministically. Asset USDs can smuggle their own (GAMING_PC.usdc ships a 1.0-intensity DomeLight under the case's visual), so a render process had a coin-flip chance of lighting the whole scene with that instead of the scene's /World light: every episode in the process came out "lights off" (pc_ram stage-1 sweep, 29/29 dark, 2026-08-26). Deactivate every DomeLight that lives inside an env's asset tree; scene-level lights (spawned at /World/) are left alone.""" import omni.usd stage = omni.usd.get_context().get_stage() quenched: list[str] = [] for prim in list(stage.Traverse()): path = str(prim.GetPath()) if prim.GetTypeName() == "DomeLight" and path.startswith("/World/envs/"): prim.SetActive(False) quenched.append(path) return quenched def _replay_anchor(robot): """(live anchor articulation, recorded root key, joint-names stamp) for single robots AND MultiRobot composites. Composites have no robot.articulation; their recorded state trees flatten to robot//... — the anchor is the first child by name (deterministic), and the stamp maps every child's joints.""" children = getattr(robot, "robots", None) if isinstance(children, dict): name = sorted(children)[0] return (children[name].articulation, f"robot/{name}/root", {n: list(c.articulation.joint_names) for n, c in sorted(children.items())}) return robot.articulation, "robot/root", list(robot.articulation.joint_names) def _load_shifted(ep_dir: Path, base_pos, root_key: str, device): """Episode arrays as device tensors, positions shifted onto the replay slot's origin. Every last-dim-13 array is a world-frame root state (the engine's own convention: pos 0:3, quat 3:7, vels 7:13) — only those get the shift.""" import numpy as np import torch data = {k: torch.as_tensor(v, device=device) for k, v in np.load(ep_dir / "traj.npz").items()} shift = base_pos - data[root_key][0, 0:3] for k, v in data.items(): if k != "action" and v.shape[-1] == 13: v[..., 0:3] += shift meta = json.loads((ep_dir / "meta.json").read_text()) meta["_ep_dir"] = str(ep_dir) return data, meta # ----- the replay itself ------------------------------------------------------------------------- def replay_scene(gen_root: Path, scene: str, eps: list[Path], *, num_envs: int = 8, fps: int | None = None, size=(640, 480), cams: list[str] | None = None, adhoc: dict | None = None, warmup: int = WARMUP_DEFAULT, crf: int = 18, max_frames: int = 0, trim_margin: int = -1, visual: str | None = None, visual_draw: int | None = None, env_spacing: float = 50.0, view_suffix: str = "", pose_jitter: tuple[float, ...] | None = None, band_seed: int = 0, device: str = "cuda:0") -> list[Path]: """Replay `eps` (all from `scene`) in chunks of `num_envs`, rendering every resolved view each frame and streaming one `imgs/.mp4` per (episode, view) into each episode dir. Returns the episode dirs rendered. Traj rows are one per env.step = one per control latch (row_dt = sim_dt x the recorded decimation, both stamped in each ep's meta.json). fps=None (the default) renders one frame PER LATCH — fps = the batch's control rate, the matched regime for VLA export; pass fps to subsample (e.g. --fps 30 on a 240 Hz batch).""" import imageio import numpy as np import torch scene_dir = gen_root / "scenes" / scene # Never build more envs than episodes: idle slots are padded duplicates that # still get stepped and tile-rendered every frame (a 2-episode shard at # num_envs=16 cost ~8x on Newton cloth). num_envs = max(1, min(num_envs, len(eps))) if num_envs > 1 and env_spacing <= _FAR_CLIP: print(f"[replay] WARNING: env_spacing {env_spacing} <= far clip {_FAR_CLIP} — " f"neighbor envs will appear in frames", flush=True) env, gen, visual_values, views, surface_z = build_replay_env( scene_dir, num_envs, device, cams, adhoc, size, env_spacing, visual_draw, view_suffix=view_suffix, pose_jitter=pose_jitter) sensors = {n: env.iscene.sensors[n] for n in views} print(f"[replay {scene}] views: " + ", ".join( f"{n} (ego on {v['link']})" if v.get("link") else n for n, v in views.items()), flush=True) if visual_values: # the draw already sat on the scene cfg through the build (build-consumed knobs # took effect there); the hook now applies the LIVE subset — attribute writes, # material rebinds — before the escape-hatch hook and before any warmup env.scene.apply_visual_params(env, visual_values) print(f"[replay {scene}] visual draw {visual_draw}: " + ", ".join(f"{k}={v:.4g}" if isinstance(v, float) else f"{k}={v}" for k, v in sorted(visual_values.items())), flush=True) hook = _load("datagen_visual_hook", Path(visual)) if visual else None if hook and hasattr(hook, "setup"): hook.setup(env) env.reset(seed=0) anchor, root_key, joint_names_stamp = _replay_anchor(env.robot) base_pos = anchor.data.root_pos_w.clone() # (E, 3) — the shift anchor def render_once(): """One restored-state frame: post_step BEFORE the render (glow in-frame), then the sim tick that carries the transforms into the renderer.""" env.iscene.update(env.dt) env.robot.post_step() env.scene.post_step() env.sim.step(render=True) out = {} for n, cam in sensors.items(): cam.update(0.0, force_recompute=True) out[n] = cam.data.output["rgb"] return out env_origins = env.iscene.env_origins # (E, 3), device def place_banded_views(lo: int, n_eps: int) -> dict[str, list]: """Draw each banded view's per-episode pose (THE sampler, index = the episode's global position in this run) and set every env slot's camera before the chunk's warmup — each episode holds its own fixed camera for its whole duration. Returns {view: [(eye, target) per episode]} for the render contract.""" from .sampler import sample placed: dict[str, list] = {} for n, v in views.items(): if not v["bands"]: continue poses, quats, actual = [], [], [] for i in range(num_envs): # padded slots reuse the last episode's draw; band_seed keeps # different passes' draws distinct AND deterministic g = lo + min(i, n_eps - 1) + band_seed draw = sample(v["bands"], g) e = [draw.get(f"eye_{a}", x) for a, x in zip("xyz", v["eye"])] t = [draw.get(f"target_{a}", x) for a, x in zip("xyz", v["target"])] if i < n_eps: actual.append((e, t)) e_w = [e[0], e[1], e[2] + surface_z] poses.append(env_origins[i] + torch.tensor(e_w, device=device)) quats.append(torch.tensor(_lookat_quat(e, t), device=device)) sensors[n].set_world_poses(torch.stack(poses), torch.stack(quats), convention="world") placed[n] = actual return placed # same-T episodes chunk together (a batch shares T); mixed chunks pad with the last state eps = sorted(eps, key=lambda p: (json.loads((p / "meta.json").read_text())["steps"], str(p))) done: list[Path] = [] for lo in range(0, len(eps), num_envs): chunk = eps[lo:lo + num_envs] loaded = [_load_shifted(ep, base_pos[e], root_key, device) for e, ep in enumerate(chunk)] # controller state is dropped: stateless leaves flatten to nothing (a composite # can't restore a partial tree), and kinematic replay never applies an action keys = [k for k in loaded[0][0] if k not in ("action", "action_noise") and "/controller" not in k] def ep_rows(d: dict, m: dict) -> int: rows = d[root_key].shape[0] # trim the padded post-success tail: wide batches hold every finished # env until the slowest one ends, and meta.success_step (earliest # SUSTAINED success, generation-time graded) marks where this env was # actually done. margin keeps the settle visible. if trim_margin >= 0 and m.get("success_step") is not None: rows = min(rows, int(m["success_step"]) + trim_margin) return rows T = [ep_rows(d, m) for d, m in loaded] t_max = max(T) # a traj row = one env.step = one control latch; the recorded control rate sets # the frame clock, NOT the rebuilt env's physics dt (the solve may have decimated) row_dts = {m.get("sim_dt", env.dt) * m.get("decimation", 1) for _, m in loaded} if len(row_dts) > 1: raise SystemExit(f"[replay {scene}] chunk mixes control rates " f"({sorted(1 / d for d in row_dts)}) — render the batches separately") row_dt = row_dts.pop() stride = max(1, round(1.0 / (fps * row_dt))) if fps else 1 fps_out = int(round(1.0 / (row_dt * stride))) n_frames = len(range(0, t_max, stride)) if max_frames: n_frames = min(n_frames, max_frames) print(f"[replay {scene}] chunk {lo // num_envs + 1}: {len(chunk)} eps, " f"{t_max} rows @ {1 / row_dt:.0f}Hz control -> {n_frames} frames each " f"@ {fps_out}fps", flush=True) # per (episode, view): one dataset-video writer, streamed to `.part.mp4` and # renamed only on close — a killed run never leaves a file that looks complete writers, indices = [], [] for d, meta in loaded: ep_dir = Path(meta["_ep_dir"]) img_dir = ep_dir / "imgs" img_dir.mkdir(exist_ok=True) ws = {} for n in views: ws[n] = imageio.get_writer(str(img_dir / f"{n}.part.mp4"), fps=fps_out, codec="libx264", quality=None, pixelformat="yuv420p", output_params=["-crf", str(crf), "-preset", "medium"]) writers.append(ws) indices.append([]) def compose(t: int) -> dict: flat = {} for k in keys: rows = [d[k][min(t, T[i] - 1)] for i, (d, _) in enumerate(loaded)] rows += [rows[-1]] * (num_envs - len(rows)) # pad unused slots flat[k] = torch.stack(rows) return _unflatten(flat) placed = place_banded_views(lo, len(chunk)) # per-episode camera draws, pre-warmup env.set_states(compose(0)) for _ in range(max(0, warmup)): render_once() # Lighting guard: a stage lit by the wrong/no light renders every frame of every # episode in this process dark (the pc_ram stage-1 sweep silently wrote 29 dark # episodes). Fail loudly on the first frame instead of shipping a dark dataset. probe = render_once() for n, r in probe.items(): luma = r[:len(chunk), ..., :3].float().mean().item() if luma < MIN_WARMUP_LUMA: raise SystemExit( f"[replay {scene}] view {n!r} renders dark after warmup (mean rgb {luma:.1f} " f"< {MIN_WARMUP_LUMA}) — a light is missing or the wrong dome light won; " f"see _quench_asset_dome_lights. Refusing to render this chunk.") for fi, t in enumerate(range(0, t_max, stride)): if max_frames and fi >= max_frames: break env.set_states(compose(t)) if hook and hasattr(hook, "per_frame"): hook.per_frame(env, t) rgbs = {n: r.cpu().numpy() for n, r in render_once().items()} # each (E, H, W, 3) uint8 for i in range(len(chunk)): if t >= T[i]: # this episode already ended — freeze, don't record continue for n in views: writers[i][n].append_data(rgbs[n][i]) indices[i].append(t) for i, (d, meta) in enumerate(loaded): ep_dir = Path(meta["_ep_dir"]) for n, v in views.items(): writers[i][n].close() os.replace(ep_dir / "imgs" / f"{n}.part.mp4", ep_dir / "imgs" / f"{n}.mp4") eye, target = (placed[n][i] if n in placed else (v["eye"], v["target"])) (ep_dir / "imgs" / f"render_{n}.json").write_text(json.dumps({ "camera": n, "video": f"{n}.mp4", "video_crf": crf, "size": list(size), "fps": fps_out, "stride": stride, "sim_dt": env.dt, "step_dt": row_dt, "frame_indices": indices[i], "eye": list(eye), "target": list(target), "focal": v["focal"], "link": v.get("link"), "cam_draw": (lo + i if n in placed else None), "env_spacing": env_spacing, "joint_names": joint_names_stamp, "scene_description": env.scene.describe(), "success": meta.get("success"), "cell": meta.get("cell"), "visual_hook": visual, "visual_draw": visual_draw, "visual_values": visual_values, "created": datetime.now(timezone.utc).isoformat(timespec="seconds"), }, indent=2) + "\n") done.append(ep_dir) del loaded torch.cuda.empty_cache() if device.startswith("cuda") else None return done, list(views) def contact_sheet(batch_dir: Path, view: str, cols: int = 5) -> Path | None: """episodes x time grid sampled from the rendered videos -> /replay_sheet_.png.""" import imageio import numpy as np rows = [] for ep in sorted(batch_dir.glob("ep_*")): video = ep / "imgs" / f"{view}.mp4" rjson = ep / "imgs" / f"render_{view}.json" if not (video.is_file() and rjson.is_file()): continue n = len(json.loads(rjson.read_text())["frame_indices"]) if n == 0: continue picks = [min(int(i * (n - 1) / (cols - 1)), n - 1) for i in range(cols)] reader = imageio.get_reader(str(video)) try: rows.append(np.concatenate([reader.get_data(p) for p in picks], axis=1)) finally: reader.close() if not rows: return None sheet = batch_dir / f"replay_sheet_{view}.png" imageio.imwrite(str(sheet), np.concatenate(rows, axis=0)) return sheet