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Merge pull request #270 from Unity-Technologies/resolution_instructions

added instructions to perception camera doc for setting resolution
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      com.unity.perception/Documentation~/PerceptionCamera.md
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com.unity.perception/Documentation~/PerceptionCamera.md


|--|--|
| Affect Simulation Timing | Have this camera affect simulation timings (similar to a scheduled camera) by requesting a specific frame delta time. Enabling this option will let you set the `Simulation Delta Time` property described above.|
## Output Resolution
When using Unity Editor to generate datasets, the resolution of the images generated by the Perception Camera will match the resolution set for the ***Game*** view of the editor. However, images generated with built players (including local builds and Unity Simulation runs) will use the resolution specified in project settings.
## Camera labelers
* To set the resolution of the ***Game*** view, click on the dropdown menu in front of `Display 1`. You can use one of the provided resolutions or create a new one. To create one, click **+**. Set `Type` to `Fixed Resolution` and `Width` and `Height` to your desired resolution.
<p align="center">
<img src="images/gameview_res.png" width="300"/>
<br><i>Creating a new resolution preset for the ***Game*** view</i>
</p>
* To set the resolution of the built player, Open ***Edit -> Project Settings*** and navigate to the ***Player*** tab. In the ***Resolution and Presentation*** section, set ***Fullscreen Mode*** to ***Windowed*** and then set ***Default Screen Width*** and ***Default Screen Height*** to your desired resolution.
<p align="center">
<img src="images/build_res.png" width="700"/>
<br><i>Setting the resolution of the built player</i>
</p>
## Camera Labelers
Camera labelers capture data related to the Camera in the JSON dataset. You can use this data to train models and for dataset statistics. The Perception package provides several Camera labelers, and you can derive from the CameraLabeler class to define more labelers.
### Semantic Segmentation Labeler

The BoundingBox2DLabeler produces 2D bounding boxes for each visible object with a label you define in the IdLabelConfig. Unity calculates bounding boxes using the rendered image, so it only excludes occluded or out-of-frame portions of the objects.
### Bounding Box 3D Ground Truth Labeler
### Bounding Box 3D Labeler
The Bounding Box 3D Ground Truth Labeler produces 3D ground truth bounding boxes for each labeled game object in the scene. Unlike the 2D bounding boxes, 3D bounding boxes are calculated from the labeled meshes in the scene and all objects (independent of their occlusion state) are recorded.

The RenderedObjectInfoLabeler records a list of all objects visible in the Camera image, including its instance ID, resolved label ID and visible pixels. If Unity cannot resolve objects to a label in the IdLabelConfig, it does not record these objects.
### KeypointLabeler
### Keypoint Labeler
The keypoint labeler captures keypoints of a labeled gameobject. The typical use of this labeler is capturing human pose estimation data. The labeler uses a [keypoint template](#KeypointTemplate) which defines the keypoints to capture for the model and the skeletal connections between those keypoints. The positions of the keypoints are recorded in pixel coordinates. Each keypoint has a state value: 0 - the keypoint either does not exist or is outside of the image's bounds, 1 - the keypoint exists and is inside of the image's bounds but cannot be seen because it is occluded by another object, and 2 - the keypoint exists and is visible.

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