Visualization and rendering#

Genesis World turns a simulation into pixels through two independent paths: an interactive viewer window for watching a scene as it runs, and cameras that render frames and return them as tensors.

Components#

  • Visualizer: the orchestrator behind scene.visualizer. It owns the viewer, the cameras, and the renderer backend, and it refreshes them when you call scene.visualizer.update().

  • Viewer: the interactive window for real-time viewing, with mouse and keyboard camera controls. It always uses the rasterizer backend; configure its look through gs.options.VisOptions and its initial pose through gs.options.ViewerOptions.

  • Cameras: the Camera objects added with scene.add_camera(...). They capture RGB, depth, segmentation, and surface-normal images from a chosen viewpoint. Rendering happens through the scene’s renderer backend.

  • Renderers: the backend those cameras use to produce images. Choose one per scene with gs.Scene(renderer=...); the choice does not affect the viewer.

  • Lights: the light sources that illuminate a rendered scene.

For the interactive viewer see Visualization, and for camera rendering and choosing a backend see Rendering.

Reference#

See also#

  • Visualization: the interactive viewer and command-line tools.

  • Rendering: cameras, image types, video, and rendering backends.

  • Camera sensor: the camera sensor, read through the sensor interface.