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Fluid Refactor (princeton-vl/infinigen_internal/princeton-vl#60)
* Acknowledge FLIP-Fluids * Deduplicate configs * Remove fluid-specific logic from camera funcs, move to scene_type_fluidsim * Move river invocation from core.py to compose_scene run_stage calls * Remove FLIP caustics from release * Move fire scenecomp and Cached class wrappers under fluid/ * Change on_the_fly to use run_stage * Move installation to tools/install, make FLIP installation optional and update GeneratingFluidSimulations.md * Deduplicate river configs, add example commands * Only unhide assets needed for fire sim, and unhide once done * Move enable parent cols to butil contextmanager * Remove unnecessary --blender_path * Typofixes * Fix accidentally deleted config fields in new river configs * Fix finding placeholders for river calls * Fix impl typo * Cleanup camera selection varname, unused kwargs * Catch modulenotfound errors
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# Generating Fluid Simulations | ||
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This documentation details how to generate fire and water simulations like those shown in the Infinigen launch video. It assumes you have already completed [Installation.md] and [HelloWorld.md]. Fluid simulations require *significant* computational resources. | ||
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## Setup | ||
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To generate fluids, you run install.sh with the optional FLIP-Fluids setup step (`bash install.sh flip_fluids`), or, please run `bash worldgen/tools/install/compile_flip_fluids.sh` to install flip fluids now. | ||
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## Example Commands | ||
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#### Generate videos of random scene types, with simulated fire generated on the fly when needed | ||
``` | ||
python -m tools.manage_datagen_jobs --output_folder outputs/onthefly --num_scenes 10 \ | ||
--pipeline_config slurm_high_memory.gin monocular_video.gin \ | ||
--config fast_terrain_assets.gin use_on_the_fly_fire.gin \ | ||
--wandb_mode online --cleanup none --warmup_sec 12000 | ||
``` | ||
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#### Generate videos of valley scenes with simulated rivers | ||
``` | ||
python -m tools.manage_datagen_jobs --output_folder /n/fs/pvl-renders/kkayan/river --num_scenes 10 \ | ||
--pipeline_config slurm_high_memory.gin monocular_video.gin opengl_gt.gin cuda_terrain.gin \ | ||
--pipeline_overrides iterate_scene_tasks.frame_range=[100,244] \ | ||
--config simulated_river.gin no_assets.gin no_creatures.gin fast_terrain_assets.gin \ | ||
--wandb_mode online --cleanup none --warmup_sec 12000 | ||
``` | ||
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from .generate import BushFactory, TreeFactory, CachedTreeFactory, CachedBushFactory | ||
from .generate import BushFactory, TreeFactory |
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include 'config/scene_types/river.gin' | ||
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UniformMesher.enclosed=1 | ||
animate_cameras.policy_registry = @cam/AnimPolicyRandomForwardWalk | ||
cam/AnimPolicyRandomForwardWalk.forward_vec = (0,0,-1) | ||
cam/AnimPolicyRandomForwardWalk.speed = 1 | ||
cam/AnimPolicyRandomForwardWalk.step_range = (5, 10) | ||
cam/AnimPolicyRandomForwardWalk.yaw_dist = ("uniform",-10, 10) | ||
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keep_cam_pose_proposal.min_terrain_distance = 1 | ||
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compose_scene.hero_boulders_chance = 0.0 | ||
compose_scene.simulated_river_enabled = True | ||
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terrain.elements.landtiles.LandTiles.y_tilt = 0 | ||
terrain.elements.landtiles.LandTiles.y_tilt_clip = 0 | ||
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camera_pose_proposal.override_loc = (0.45, -24, 8) | ||
camera_pose_proposal.roll = 180 | ||
camera_pose_proposal.pitch = ("normal", -120, 5) | ||
camera_pose_proposal.yaw = ('normal', -180, 3) | ||
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assets.boulder.create_placeholder.boulder_scale = 1 | ||
LandTiles.land_process = None | ||
camera_selection_preprocessing.terrain_tags_ratio = {("altitude", -1e9, 0.75): (0, 1), "liquid": (0, 1)} | ||
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core.render.hide_water = True | ||
compute_base_views.min_candidates_ratio = 1 | ||
walk_same_altitude.ignore_missed_rays = True | ||
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include 'config/scene_types/river.gin' | ||
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UniformMesher.enclosed=1 | ||
animate_cameras.policy_registry = @cam/AnimPolicyRandomForwardWalk | ||
cam/AnimPolicyRandomForwardWalk.forward_vec = (0,0,-1) | ||
cam/AnimPolicyRandomForwardWalk.speed = 1 | ||
cam/AnimPolicyRandomForwardWalk.step_range = (5, 10) | ||
cam/AnimPolicyRandomForwardWalk.yaw_dist = ("uniform",-10, 10) | ||
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keep_cam_pose_proposal.min_terrain_distance = 1 | ||
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compose_scene.hero_boulders_chance = 1.0 | ||
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terrain.elements.landtiles.LandTiles.y_tilt = 0.7 | ||
terrain.elements.landtiles.LandTiles.y_tilt_clip = 11 | ||
camera_pose_proposal.override_loc = (0.678843,-30.5532, 11.7858) | ||
camera_pose_proposal.roll = ('normal', -110, 5) | ||
camera_pose_proposal.pitch = 180 | ||
camera_pose_proposal.yaw = ('normal', -180, 3) | ||
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compose_scene.tilted_river_enabled = True | ||
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assets.boulder.create_placeholder.boulder_scale = 3 | ||
LandTiles.land_process = None | ||
camera_selection_preprocessing.terrain_tags_ratio = {("altitude", -1e9, 0.75): (0, 1), "liquid": (0, 1)} | ||
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core.render.hide_water = True | ||
compute_base_views.min_candidates_ratio = 1 | ||
walk_same_altitude.ignore_missed_rays = True |
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