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Merge branch 'master' of github.com:Unity-Technologies/com.unity.perception into 0.2.0-staging

/RC_0.2.0-preview.1
Wesley Mareovich Smith 5 年前
当前提交
9e360efe
共有 29 个文件被更改,包括 413 次插入288 次删除
  1. 3
      TestProjects/PerceptionURP/Assets/Settings/ForwardRenderer.asset
  2. 2
      TestProjects/PerceptionURP/Assets/Settings/ForwardRenderer.asset.meta
  3. 5
      TestProjects/PerceptionURP/Assets/Settings/UniversalRPAsset.asset
  4. 2
      TestProjects/PerceptionURP/ProjectSettings/GraphicsSettings.asset
  5. 17
      com.unity.perception/Documentation~/GettingStarted.md
  6. 5
      com.unity.perception/Editor/Unity.Perception.Editor.asmdef
  7. 11
      com.unity.perception/Runtime/GroundTruth/GroundTruthRendererFeature.cs
  8. 25
      com.unity.perception/Runtime/GroundTruth/PerceptionCamera.cs
  9. 8
      com.unity.perception/Tests/Editor/Unity.Perception.Editor.Tests.asmdef
  10. 6
      com.unity.perception/Tests/Runtime/GroundTruthTests/PerceptionCameraIntegrationTests.cs
  11. 55
      TestProjects/PerceptionURP/Assets/Settings/NoGroundTruthURPAsset.asset
  12. 8
      TestProjects/PerceptionURP/Assets/Settings/NoGroundTruthURPAsset.asset.meta
  13. 38
      TestProjects/PerceptionURP/Assets/Settings/NoRendererFeatureRenderer.asset
  14. 8
      TestProjects/PerceptionURP/Assets/Settings/NoRendererFeatureRenderer.asset.meta
  15. 8
      TestProjects/PerceptionURP/Assets/Settings/UniversalRPAsset.asset.meta
  16. 8
      TestProjects/PerceptionURP/Assets/Tests.meta
  17. 115
      com.unity.perception/Documentation~/images/ScriptableRendererStep.png
  18. 8
      TestProjects/PerceptionURP/Assets/Tests/Editor.meta
  19. 53
      TestProjects/PerceptionURP/Assets/Tests/Editor/PerceptionCameraEditorUrpTests.cs
  20. 11
      TestProjects/PerceptionURP/Assets/Tests/Editor/PerceptionCameraEditorUrpTests.cs.meta
  21. 22
      TestProjects/PerceptionURP/Assets/Tests/Editor/PerceptionURP.EditorTests.asmdef
  22. 7
      TestProjects/PerceptionURP/Assets/Tests/Editor/PerceptionURP.EditorTests.asmdef.meta
  23. 8
      TestProjects/PerceptionURP/Assets/Settings/UniversalRP-HighQuality.asset.meta
  24. 8
      TestProjects/PerceptionURP/Assets/Resources.meta
  25. 253
      com.unity.perception/Tests/Runtime/GroundTruthTests/Main Camera.prefab
  26. 7
      com.unity.perception/Tests/Runtime/GroundTruthTests/Main Camera.prefab.meta
  27. 0
      /TestProjects/PerceptionURP/Assets/Settings/UniversalRPAsset.asset

3
TestProjects/PerceptionURP/Assets/Settings/ForwardRenderer.asset


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TestProjects/PerceptionURP/ProjectSettings/GraphicsSettings.asset


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17
com.unity.perception/Documentation~/GettingStarted.md


## Step 1: Create a project and install Perception
First, follow [this guide](SetupSteps.md) to install Perception in your project.
## Step 2: Create a new scene and camera
## Step 2 (for Universal Render Pipeline projects): Add GroundTruthRendererFeature
This step can be skipped for HDRP projects.
1. Select your project's `ScriptableRenderer` asset and open the inspector window. In most projects it is located at `Assets/Settings/ForwardRenderer.asset`.
2. Click `Add Renderer Feature` and select `Ground Truth Renderer Feature`
<img src="images/ScriptableRendererStep.PNG" align="middle"/>
## Step 3: Create a new scene and camera
1. Create a new scene using File -> New Scene
2. `ctrl+s` to save the scene and give it a name
3. Select the Main Camera and reset the Position transform to 0

<img src="images/MainCameraConfig.PNG" align="middle"/>
## Step 3: Create labeled objects
## Step 4: Create labeled objects
<img src="images/CompletedScene.PNG" align="middle"/>
1. On each cube, from the inspector panel add a **Labeling** component

3. Add a numerical value to the value field
Make sure the labels all have different values, for this example use increments of 10,000 to ensure they show up as very distinct colors in the segmentation images
## Step 4: Run simulation and generate dataset
## Step 5: Run simulation and generate dataset
1. Press play in the editor, allow the scene to run for a few seconds, and then exit playmode
2. In the console log you will see a Shutdown in Progress message that will show a file path to the location of the generated dataset.
>Example file path on a Windows PC : `C:/Users/<User Name>/AppData/LocalLow/DefaultCompany/UnityTestFramework\2e10ec21-9d97-4cee-b5a2-7e95e299afa4\RGB18f61842-ef8d-4b31-acb5-cb1da36fb7b1`

5
com.unity.perception/Editor/Unity.Perception.Editor.asmdef


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"define": "HDRP_PRESENT"
},
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"define": "URP_PRESENT"
}
],
"noEngineReferences": false

11
com.unity.perception/Runtime/GroundTruth/GroundTruthRendererFeature.cs


m_InstanceSegmentationPass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults);
CommandBufferPool.Release(commandBuffer);
}
public void Cleanup()
{
m_InstanceSegmentationPass.Cleanup();
}
}
class SemanticSegmentationUrpPass : ScriptableRenderPass

m_SemanticSegmentationCrossPipelinePass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults);
CommandBufferPool.Release(commandBuffer);
}
public void Cleanup()
{
m_SemanticSegmentationCrossPipelinePass.Cleanup();
}
}
public class GroundTruthRendererFeature : ScriptableRendererFeature

if (!EditorApplication.isPlaying)
return;
#endif
perceptionCamera.OnGroundTruthRendererFeatureRun();
foreach (var pass in perceptionCamera.passes)
renderer.EnqueuePass(pass);
}

25
com.unity.perception/Runtime/GroundTruth/PerceptionCamera.cs


#endif
bool m_CapturedLastFrame;
//only used to confirm that GroundTruthRendererFeature is present in URP
bool m_GroundTruthRendererFeatureRun;
/// <summary>
/// The <see cref="SensorHandle"/> associated with this camera. Use this to report additional annotations and metrics at runtime.

SetupInstanceSegmentation();
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
RenderPipelineManager.endCameraRendering += CheckForRendererFeature;
void CheckForRendererFeature(ScriptableRenderContext context, Camera camera)
{
if (camera == GetComponent<Camera>())
{
#if URP_PRESENT
if (!m_GroundTruthRendererFeatureRun)
{
Debug.LogError("GroundTruthRendererFeature must be present on the ScriptableRenderer associated with the camera. The ScriptableRenderer can be accessed through Edit -> Project Settings... -> Graphics -> Scriptable Render Pipeline Settings -> Renderer List.");
enabled = false;
}
#endif
RenderPipelineManager.endCameraRendering -= CheckForRendererFeature;
}
}
// Update is called once per frame
void Update()
{

return true;
}
return false;
}
internal void OnGroundTruthRendererFeatureRun()
{
//only used to confirm that GroundTruthRendererFeature is present in URP
m_GroundTruthRendererFeatureRun = true;
}
}
}

8
com.unity.perception/Tests/Editor/Unity.Perception.Editor.Tests.asmdef


"Unity.Collections",
"Unity.Entities",
"Unity.Simulation.Core",
"Unity.RenderPipelines.HighDefinition.Runtime"
"Unity.RenderPipelines.HighDefinition.Runtime",
"Unity.RenderPipelines.Universal.Runtime"
],
"includePlatforms": [
"Editor"

"name": "com.unity.render-pipelines.high-definition",
"expression": "",
"define": "HDRP_PRESENT"
},
{
"name": "com.unity.render-pipelines.universal",
"expression": "",
"define": "URP_PRESENT"
},
{
"name": "nuget.moq",

6
com.unity.perception/Tests/Runtime/GroundTruthTests/PerceptionCameraIntegrationTests.cs


static IdLabelConfig CreateLabelingConfiguration()
{
var label = "label";
var labelingConfiguration = ScriptableObject.CreateInstance<IdLabelConfig>();
var labelConfig = ScriptableObject.CreateInstance<IdLabelConfig>();
labelingConfiguration.Init(new List<IdLabelEntry>
labelConfig.Init(new List<IdLabelEntry>
{
new IdLabelEntry
{

});
return labelingConfiguration;
return labelConfig;
}
static SemanticSegmentationLabelConfig CreateSemanticSegmentationLabelConfig()
{

55
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com.unity.perception/Documentation~/images/ScriptableRendererStep.png

之前 之后
宽度: 708  |  高度: 465  |  大小: 36 KiB

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TestProjects/PerceptionURP/Assets/Tests/Editor/PerceptionCameraEditorUrpTests.cs


using System;
using System.Collections;
using System.IO;
using NUnit.Framework;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Perception.GroundTruth;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace EditorTests
{
[TestFixture]
public class PerceptionCameraEditorUrpTests
{
[TearDown]
public void TearDown()
{
GraphicsSettings.renderPipelineAsset = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineAsset>("Assets/Settings/UniversalRPAsset.asset");
}
[UnityTest]
public IEnumerator MissingRendererFeature_ProducesLogError()
{
int sceneCount = SceneManager.sceneCount;
for (int i = sceneCount - 1; i >= 0; i--)
{
EditorSceneManager.CloseScene(SceneManager.GetSceneAt(i), true);
}
EditorSceneManager.NewScene(NewSceneSetup.EmptyScene);
var urpAsset = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineAsset>("Assets/Settings/NoGroundTruthURPAsset.asset");
GraphicsSettings.renderPipelineAsset = urpAsset;
yield return new EnterPlayMode();
var gameObject = new GameObject();
gameObject.SetActive(false);
gameObject.AddComponent<Camera>();
var perceptionCamera = gameObject.AddComponent<PerceptionCamera>();
gameObject.SetActive(true);
LogAssert.Expect(LogType.Error, "GroundTruthRendererFeature must be present on the ScriptableRenderer associated with the camera. The ScriptableRenderer can be accessed through Edit -> Project Settings... -> Graphics -> Scriptable Render Pipeline Settings -> Renderer List.");
yield return null;
Assert.IsFalse(perceptionCamera.enabled);
yield return new ExitPlayMode();
GraphicsSettings.renderPipelineAsset = AssetDatabase.LoadAssetAtPath<UniversalRenderPipelineAsset>("Assets/Settings/UniversalRPAsset.asset");
}
}
}

11
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