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Wisp Renderer

This folder contains the logic for Wisp's interactive visualizer.

Wisp's Renderer

For Beginners

To create your own interactive app, simply subclass WispApp from wisp/renderer/app/wisp_app.py and customize its behaviour. See templates/template_app.py for a working example (it's recommended to clone and modify this template). App modifications are possible by manipulating the WispState object, or overriding specific WispApp methods.

Wisp is already packed with an app for interactive visualization of optimizations. See OptimizationApp from wisp/renderer/app/optimization_app.py.

Extending Apps

The interactive visualizer gui and canvas can be extended with new components:

  • widgets control the behaviour of the gui. New widgets can be added by implementing WidgetImgui using the imgui.
  • gizmos are painted over the canvas. New gizmos can be added by implementing Gizmo with glumpy and OpenGL.

Newly added widgets and gizmos can be directly added to the WispApp. See examples for such extensions within templates/template_app.py.

The SceneGraph

wisp/renderer/core/api/scenegraph.py contains the interface for manipulating the scene graph. New objects can be added or removed from the scene, and the renderer can be requested to fully redraw the scene to reflect recent modifications.

Neural field objects are represented in the form of Pipeline objects (a combination of a Neural Field and a Tracer).

Wisp's Pipeline

Additional Public API

wisp/renderer/core/api contains the logic required for supporting new types of objects with the interactive visualizer.

base_renderer.py contains the basic entities used by the renderer. All renderable objects must implement the BottomLevelRenderer interface, which knows how to produce:

  • A RenderBuffer of the rendered object from the current view.
  • DataLayers, represented as vector PrimitivesPack objects.

Wisp further distinguishes between ray-traced objects and rasterized ones with the RayTracedRenderer and RasterizedRenderer subclasses.

Advanced: implementing a BottomLevelRenderer / RayTracedRenderer

When wisp observes a new neural object's Pipeline in the scene graph, it will attempt to construct the matching RayTracedRenderer (this process is governed by wisp/renderer/core/api/renderers_factory).

To ensure the factory knows how to perform this matching: a RayTracedRenderer should be registered with the tracers and neural fields it supports:

  1. register_neural_field_type() from the factory model can be used directly.
  2. The @field_renderer decorator can also be used to conveniently register BottomLevelRenderer implementations with compatible (BaseNeuralField, BaseTracer) pairs.

When the factory finds about a new neural Pipeline object, it will try to create a corresponding RayTracedRenderer instance in the following scheme:

  1. Look for a RayTracedRenderer matched with the Pipeline tracer and neural field.
  2. If no matching RayTracedRenderer was found, recurse through the neural field hierarchy and look for a match with tracer and the parent neural field classes.
  3. If no matching RayTracedRenderer was found, recurse through the tracer hierarchy and look for matches with the parent tracer and the neural field classes explored in step 2.

If no renderer was found, the interactive app will assert.

Should you implement a BottomLevelRenderer / RayTracedRenderer?

Wisp is shipped with NeuralRadianceFieldPackedRenderer and NeuralSDFPackedRenderer, both are registered with the BaseNeuralField, as well as PackedRFTracer and PackedSDFTracer respectively.

New type of Neural Fields supported by the default tracers (i.e. PackedRFTracer and PackedSDFTracer) will automatically be supported by these implementations.

A BottomLevelRenderer should usually be implemented if:

  1. You've implemented a new type of Tracer, which is incompatible with the default BottomLevelRenderer implementations.
  2. You're interested in augmenting a bottom level renderer with additional data layers.
  3. You're implementing a non-neural object which is not supported by the above.

Note that in some cases, it's enough to register your new tracer or neural field with the default renderers.

Where do the RayTracedRenderer args come from?

When a RayTracedRenderer is constructed out of a Pipeline, wisp will query the tracer's arguments. The RayTracedRenderer will then use a new instance of the tracer, constructed using the Pipeline's tracer args, to ensure the interactive visualizer does not interfere with any ongoing neural optimization.

Why are they called BottomLevelRenderers?

To support future primitives, wisp's definition of "renderable" objects is fairly loose. BottomLevelRenderers are expected to produce RenderBuffer which can be blended to form the final framebuffer displayed on the canvas.

For optimization reasons, BottomLevelRenderers can be thought of leaf nodes within the scene graph managed by some Top Level Acceleration Structure (TLAS).

See the full diagram below.

The Renderer Core

The Renderer Core is responsible for all drawing logic unrelated to the gui or a specific graphics api (i.e. gizmos assume OpenGL implementations and are handled separately).

RendererCore