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Visual Perception

Occlusion output data

Occlusion output data isn't a capture pass, though in the backend code it does use image data.

Internally, the build will capture two _mask passes, one with environment objects and one without. Two byte values (0-255) are returned:

  • get_occluded() is the extent to which objects occupy the image, with 255 being the entire image.
  • get_unoccluded() is the extent to which objects would occupy the image if there was no scene geometry, with 255 being the entire image.

You can get the percentage of the object being occluded by scene geometry like this: 1 - (occ.get_occluded() / occ.get_unoccluded) / 255).

The occlusion output data has, by design, a low accuracy threshold. Rather than averaging the pixels of the entire _mask pass, it uses a resized image of only a few pixels. This allows occlusion output data to be highly performant.

from typing import List
from tdw.controller import Controller
from tdw.tdw_utils import TDWUtils
from tdw.output_data import OutputData
from tdw.output_data import Occlusion as Occl

"""
Use occlusion data to measure to what extent objects in the scene are occluded.
"""


class Occlusion(Controller):
    def run(self) -> None:
        """
        Create a scene with a row of objects and an avatar.
        Get occlusion data.
        Put a wall in front of the objects and get occlusion data again.
        """

        # Create the scene.
        commands = [TDWUtils.create_empty_room(12, 12)]
        # Add some objects.
        x = -2
        for i in range(5):
            commands.append(self.get_add_object(object_id=i,
                                                model_name="iron_box",
                                                position={"x": x, "y": 0, "z": 0}))
            x += 0.66
        # Add an avatar.
        commands.extend(TDWUtils.create_avatar(position={"x": 2, "y": 0.9, "z": 0.88},
                                               look_at=TDWUtils.VECTOR3_ZERO))
        # Request Occlusion output data per frame.
        commands.append({"$type": "send_occlusion",
                         "frequency": "once"})
        resp = self.communicate(commands)
        self.parse_resp(resp=resp)

        # Treat some of the objects as occluders.
        resp = self.communicate({"$type": "send_occlusion",
                                 "frequency": "once",
                                 "object_ids": [2, 4, 5]})
        self.parse_resp(resp=resp)

        # Place a wall in front of all of the objects.
        resp = self.communicate([{"$type": "send_occlusion",
                                  "frequency": "once"},
                                 {"$type": "create_interior_walls",
                                  "walls": [{"x": 7, "y": 5}, {"x": 7, "y": 6}]}])
        self.parse_resp(resp=resp)
        self.communicate({"$type": "terminate"})

    @staticmethod
    def parse_resp(resp: List[bytes]) -> None:
        """
        Parse the output data and print the occlusion.

        :param resp: The response from the build.
        """

        for i in range(len(resp) - 1):
            r_id = OutputData.get_data_type_id(resp[i])
            if r_id == "occl":
                occl = Occl(resp[i])
                print(occl.get_occluded(), occl.get_unoccluded())


if __name__ == "__main__":
    c = Occlusion(launch_build=False)
    c.run()

Result:

16 16
10 16
6 16

This is the last document in the "Visual Perception" tutorial.

Return to the README


Example controllers:

  • occlusion.py Example implementation of Occlusion output data.

Command API:

Output Data API: