# Copyright (c) 2022-2026, The Isaac Lab Project Developers (https://github.com/isaac-sim/IsaacLab/blob/main/CONTRIBUTORS.md). # All rights reserved. # # SPDX-License-Identifier: BSD-3-Clause # ignore private usage of variables warning # pyright: reportPrivateUsage=none """Launch Isaac Sim Simulator first.""" from isaaclab.app import AppLauncher # launch omniverse app simulation_app = AppLauncher(headless=True, enable_cameras=True).app """Rest everything follows.""" import copy import random import numpy as np import pytest import torch from flaky import flaky import omni.replicator.core as rep from isaacsim.core.prims import SingleGeometryPrim, SingleRigidPrim from pxr import Gf, UsdGeom import isaaclab.sim as sim_utils from isaaclab.sensors.camera import TiledCamera, TiledCameraCfg @pytest.fixture() def setup_camera(): """Create a blank new stage for each test.""" camera_cfg = TiledCameraCfg( height=128, width=256, offset=TiledCameraCfg.OffsetCfg(pos=(0.0, 0.0, 4.0), rot=(0.0, 0.0, 1.0, 0.0), convention="ros"), prim_path="/World/Camera", update_period=0, data_types=["rgb", "distance_to_camera"], spawn=sim_utils.PinholeCameraCfg( focal_length=24.0, focus_distance=400.0, horizontal_aperture=20.955, clipping_range=(0.1, 1.0e5) ), ) # Create a new stage sim_utils.create_new_stage() # Simulation time-step dt = 0.01 # Load kit helper sim_cfg = sim_utils.SimulationCfg(dt=dt) sim = sim_utils.SimulationContext(sim_cfg) # populate scene _populate_scene() # load stage sim_utils.update_stage() yield camera_cfg, sim, dt # Teardown rep.vp_manager.destroy_hydra_textures("Replicator") # stop simulation # note: cannot use self.sim.stop() since it does one render step after stopping!! This doesn't make sense :( sim._timeline.stop() # clear the stage sim.clear_all_callbacks() sim.clear_instance() @pytest.mark.isaacsim_ci def test_multi_tiled_camera_init(setup_camera): """Test initialization of multiple tiled cameras.""" camera_cfg, sim, dt = setup_camera num_tiled_cameras = 3 num_cameras_per_tiled_camera = 7 tiled_cameras = [] for i in range(num_tiled_cameras): for j in range(num_cameras_per_tiled_camera): sim_utils.create_prim(f"/World/Origin_{i}_{j}", "Xform") # Create camera camera_cfg = copy.deepcopy(camera_cfg) camera_cfg.prim_path = f"/World/Origin_{i}.*/CameraSensor" camera = TiledCamera(camera_cfg) tiled_cameras.append(camera) # Check simulation parameter is set correctly assert sim.has_rtx_sensors() # Play sim sim.reset() for i, camera in enumerate(tiled_cameras): # Check if camera is initialized assert camera.is_initialized # Check if camera prim is set correctly and that it is a camera prim assert camera._sensor_prims[1].GetPath().pathString == f"/World/Origin_{i}_1/CameraSensor" assert isinstance(camera._sensor_prims[0], UsdGeom.Camera) # Simulate for a few steps # note: This is a workaround to ensure that the textures are loaded. # Check "Known Issues" section in the documentation for more details. for _ in range(5): sim.step() for camera in tiled_cameras: # Check buffers that exists and have correct shapes assert camera.data.pos_w.shape == (num_cameras_per_tiled_camera, 3) assert camera.data.quat_w_ros.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.quat_w_world.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.quat_w_opengl.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.intrinsic_matrices.shape == (num_cameras_per_tiled_camera, 3, 3) assert camera.data.image_shape == (camera.cfg.height, camera.cfg.width) # Simulate physics for _ in range(10): # Initialize data arrays rgbs = [] distances = [] # perform rendering sim.step() for i, camera in enumerate(tiled_cameras): # update camera camera.update(dt) # check image data for data_type, im_data in camera.data.output.items(): if data_type == "rgb": im_data = im_data.clone() / 255.0 assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 3) for j in range(num_cameras_per_tiled_camera): assert (im_data[j]).mean().item() > 0.0 rgbs.append(im_data) elif data_type == "distance_to_camera": im_data = im_data.clone() im_data[torch.isinf(im_data)] = 0 assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 1) for j in range(num_cameras_per_tiled_camera): assert im_data[j].mean().item() > 0.0 distances.append(im_data) # Check data from tiled cameras are consistent, assumes >1 tiled cameras for i in range(1, num_tiled_cameras): assert torch.abs(rgbs[0] - rgbs[i]).mean() < 0.05 # images of same color should be below 0.001 assert torch.abs(distances[0] - distances[i]).mean() < 0.01 # distances of same scene should be 0 for camera in tiled_cameras: del camera @pytest.mark.isaacsim_ci def test_all_annotators_multi_tiled_camera(setup_camera): """Test initialization of multiple tiled cameras with all supported annotators.""" camera_cfg, sim, dt = setup_camera all_annotator_types = [ "rgb", "rgba", "depth", "distance_to_camera", "distance_to_image_plane", "normals", "motion_vectors", "semantic_segmentation", "instance_segmentation_fast", "instance_id_segmentation_fast", ] num_tiled_cameras = 2 num_cameras_per_tiled_camera = 9 tiled_cameras = [] for i in range(num_tiled_cameras): for j in range(num_cameras_per_tiled_camera): sim_utils.create_prim(f"/World/Origin_{i}_{j}", "Xform") # Create camera camera_cfg = copy.deepcopy(camera_cfg) camera_cfg.data_types = all_annotator_types camera_cfg.prim_path = f"/World/Origin_{i}.*/CameraSensor" camera = TiledCamera(camera_cfg) tiled_cameras.append(camera) # Check simulation parameter is set correctly assert sim.has_rtx_sensors() # Play sim sim.reset() for i, camera in enumerate(tiled_cameras): # Check if camera is initialized assert camera.is_initialized # Check if camera prim is set correctly and that it is a camera prim assert camera._sensor_prims[1].GetPath().pathString == f"/World/Origin_{i}_1/CameraSensor" assert isinstance(camera._sensor_prims[0], UsdGeom.Camera) assert sorted(camera.data.output.keys()) == sorted(all_annotator_types) # Simulate for a few steps # note: This is a workaround to ensure that the textures are loaded. # Check "Known Issues" section in the documentation for more details. for _ in range(5): sim.step() for camera in tiled_cameras: # Check buffers that exists and have correct shapes assert camera.data.pos_w.shape == (num_cameras_per_tiled_camera, 3) assert camera.data.quat_w_ros.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.quat_w_world.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.quat_w_opengl.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.intrinsic_matrices.shape == (num_cameras_per_tiled_camera, 3, 3) assert camera.data.image_shape == (camera.cfg.height, camera.cfg.width) # Simulate physics for _ in range(10): # perform rendering sim.step() for i, camera in enumerate(tiled_cameras): # update camera camera.update(dt) # check image data for data_type, im_data in camera.data.output.items(): if data_type in ["rgb", "normals"]: assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 3) elif data_type in [ "rgba", "semantic_segmentation", "instance_segmentation_fast", "instance_id_segmentation_fast", ]: assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 4) for i in range(num_cameras_per_tiled_camera): assert (im_data[i] / 255.0).mean().item() > 0.0 elif data_type in ["motion_vectors"]: assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 2) for i in range(num_cameras_per_tiled_camera): assert im_data[i].mean().item() != 0.0 elif data_type in ["depth", "distance_to_camera", "distance_to_image_plane"]: assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 1) for i in range(num_cameras_per_tiled_camera): assert im_data[i].mean().item() > 0.0 for camera in tiled_cameras: # access image data and compare dtype output = camera.data.output info = camera.data.info assert output["rgb"].dtype == torch.uint8 assert output["rgba"].dtype == torch.uint8 assert output["depth"].dtype == torch.float assert output["distance_to_camera"].dtype == torch.float assert output["distance_to_image_plane"].dtype == torch.float assert output["normals"].dtype == torch.float assert output["motion_vectors"].dtype == torch.float assert output["semantic_segmentation"].dtype == torch.uint8 assert output["instance_segmentation_fast"].dtype == torch.uint8 assert output["instance_id_segmentation_fast"].dtype == torch.uint8 assert isinstance(info["semantic_segmentation"], dict) assert isinstance(info["instance_segmentation_fast"], dict) assert isinstance(info["instance_id_segmentation_fast"], dict) for camera in tiled_cameras: del camera @flaky(max_runs=3, min_passes=1) @pytest.mark.isaacsim_ci def test_different_resolution_multi_tiled_camera(setup_camera): """Test multiple tiled cameras with different resolutions.""" camera_cfg, sim, dt = setup_camera num_tiled_cameras = 2 num_cameras_per_tiled_camera = 6 tiled_cameras = [] resolutions = [(16, 16), (23, 765)] for i in range(num_tiled_cameras): for j in range(num_cameras_per_tiled_camera): sim_utils.create_prim(f"/World/Origin_{i}_{j}", "Xform") # Create camera camera_cfg = copy.deepcopy(camera_cfg) camera_cfg.prim_path = f"/World/Origin_{i}.*/CameraSensor" camera_cfg.height, camera_cfg.width = resolutions[i] camera = TiledCamera(camera_cfg) tiled_cameras.append(camera) # Check simulation parameter is set correctly assert sim.has_rtx_sensors() # Play sim sim.reset() for i, camera in enumerate(tiled_cameras): # Check if camera is initialized assert camera.is_initialized # Check if camera prim is set correctly and that it is a camera prim assert camera._sensor_prims[1].GetPath().pathString == f"/World/Origin_{i}_1/CameraSensor" assert isinstance(camera._sensor_prims[0], UsdGeom.Camera) # Simulate for a few steps # note: This is a workaround to ensure that the textures are loaded. # Check "Known Issues" section in the documentation for more details. for _ in range(5): sim.step() for camera in tiled_cameras: # Check buffers that exists and have correct shapes assert camera.data.pos_w.shape == (num_cameras_per_tiled_camera, 3) assert camera.data.quat_w_ros.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.quat_w_world.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.quat_w_opengl.shape == (num_cameras_per_tiled_camera, 4) assert camera.data.intrinsic_matrices.shape == (num_cameras_per_tiled_camera, 3, 3) assert camera.data.image_shape == (camera.cfg.height, camera.cfg.width) # Simulate physics for _ in range(10): # perform rendering sim.step() for i, camera in enumerate(tiled_cameras): # update camera camera.update(dt) # check image data for data_type, im_data in camera.data.output.items(): if data_type == "rgb": im_data = im_data.clone() / 255.0 assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 3) for j in range(num_cameras_per_tiled_camera): assert (im_data[j]).mean().item() > 0.0 elif data_type == "distance_to_camera": im_data = im_data.clone() assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 1) for j in range(num_cameras_per_tiled_camera): assert im_data[j].mean().item() > 0.0 for camera in tiled_cameras: del camera @pytest.mark.isaacsim_ci def test_frame_offset_multi_tiled_camera(setup_camera): """Test frame offset issue with multiple tiled cameras""" camera_cfg, sim, dt = setup_camera num_tiled_cameras = 4 num_cameras_per_tiled_camera = 4 tiled_cameras = [] for i in range(num_tiled_cameras): for j in range(num_cameras_per_tiled_camera): sim_utils.create_prim(f"/World/Origin_{i}_{j}", "Xform") # Create camera camera_cfg = copy.deepcopy(camera_cfg) camera_cfg.prim_path = f"/World/Origin_{i}.*/CameraSensor" camera = TiledCamera(camera_cfg) tiled_cameras.append(camera) # modify scene to be less stochastic stage = sim_utils.get_current_stage() for i in range(10): prim = stage.GetPrimAtPath(f"/World/Objects/Obj_{i:02d}") color = Gf.Vec3f(1, 1, 1) UsdGeom.Gprim(prim).GetDisplayColorAttr().Set([color]) # play sim sim.reset() # simulate some steps first to make sure objects are settled for i in range(100): # step simulation sim.step() # update cameras for camera in tiled_cameras: camera.update(dt) # collect image data image_befores = [camera.data.output["rgb"].clone() / 255.0 for camera in tiled_cameras] # update scene for i in range(10): prim = stage.GetPrimAtPath(f"/World/Objects/Obj_{i:02d}") color = Gf.Vec3f(0, 0, 0) UsdGeom.Gprim(prim).GetDisplayColorAttr().Set([color]) # update rendering sim.step() # update cameras for camera in tiled_cameras: camera.update(dt) # make sure the image is different image_afters = [camera.data.output["rgb"].clone() / 255.0 for camera in tiled_cameras] # check difference is above threshold for i in range(num_tiled_cameras): image_before = image_befores[i] image_after = image_afters[i] assert torch.abs(image_after - image_before).mean() > 0.02 # images of same color should be below 0.001 for camera in tiled_cameras: del camera @flaky(max_runs=3, min_passes=1) @pytest.mark.isaacsim_ci def test_frame_different_poses_multi_tiled_camera(setup_camera): """Test multiple tiled cameras placed at different poses render different images.""" camera_cfg, sim, dt = setup_camera num_tiled_cameras = 3 num_cameras_per_tiled_camera = 4 positions = [(0.0, 0.0, 4.0), (0.0, 0.0, 2.0), (0.0, 0.0, 3.0)] rotations = [(0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 1.0, 0.0)] tiled_cameras = [] for i in range(num_tiled_cameras): for j in range(num_cameras_per_tiled_camera): sim_utils.create_prim(f"/World/Origin_{i}_{j}", "Xform") # Create camera camera_cfg = copy.deepcopy(camera_cfg) camera_cfg.prim_path = f"/World/Origin_{i}.*/CameraSensor" camera_cfg.offset = TiledCameraCfg.OffsetCfg(pos=positions[i], rot=rotations[i], convention="ros") camera = TiledCamera(camera_cfg) tiled_cameras.append(camera) # Play sim sim.reset() # Simulate for a few steps # note: This is a workaround to ensure that the textures are loaded. # Check "Known Issues" section in the documentation for more details. for _ in range(5): sim.step() # Simulate physics for _ in range(10): # Initialize data arrays rgbs = [] distances = [] # perform rendering sim.step() for i, camera in enumerate(tiled_cameras): # update camera camera.update(dt) # check image data for data_type, im_data in camera.data.output.items(): if data_type == "rgb": im_data = im_data.clone() / 255.0 assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 3) for j in range(num_cameras_per_tiled_camera): assert (im_data[j]).mean().item() > 0.0 rgbs.append(im_data) elif data_type == "distance_to_camera": im_data = im_data.clone() # replace inf with 0 im_data[torch.isinf(im_data)] = 0 assert im_data.shape == (num_cameras_per_tiled_camera, camera.cfg.height, camera.cfg.width, 1) for j in range(num_cameras_per_tiled_camera): assert im_data[j].mean().item() > 0.0 distances.append(im_data) # Check data from tiled cameras are different, assumes >1 tiled cameras for i in range(1, num_tiled_cameras): assert torch.abs(rgbs[0] - rgbs[i]).mean() > 0.04 # images of same color should be below 0.001 assert torch.abs(distances[0] - distances[i]).mean() > 0.01 # distances of same scene should be 0 for camera in tiled_cameras: del camera """ Helper functions. """ def _populate_scene(): """Add prims to the scene.""" # TODO: this causes hang with Kit 107.3??? # # Ground-plane # cfg = sim_utils.GroundPlaneCfg() # cfg.func("/World/defaultGroundPlane", cfg) # Lights cfg = sim_utils.SphereLightCfg() cfg.func("/World/Light/GreySphere", cfg, translation=(4.5, 3.5, 10.0)) cfg.func("/World/Light/WhiteSphere", cfg, translation=(-4.5, 3.5, 10.0)) # Random objects random.seed(0) for i in range(10): # sample random position position = np.random.rand(3) - np.asarray([0.05, 0.05, -1.0]) position *= np.asarray([1.5, 1.5, 0.5]) # create prim prim_type = random.choice(["Cube", "Sphere", "Cylinder"]) prim = sim_utils.create_prim( f"/World/Objects/Obj_{i:02d}", prim_type, translation=position, scale=(0.25, 0.25, 0.25), semantic_label=prim_type, ) # cast to geom prim geom_prim = getattr(UsdGeom, prim_type)(prim) # set random color color = Gf.Vec3f(random.random(), random.random(), random.random()) geom_prim.CreateDisplayColorAttr() geom_prim.GetDisplayColorAttr().Set([color]) # add rigid properties SingleGeometryPrim(f"/World/Objects/Obj_{i:02d}", collision=True) SingleRigidPrim(f"/World/Objects/Obj_{i:02d}", mass=5.0)