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USD device for ANARI

Device for ANARI generating USD+Omniverse output

Prerequisites

On Windows and Linux this library builds against USD versions 22.xx, OpenVDB 10.

USD can be built/installed in any of the following ways (depending on desired capabilities): - Get prebuilt USD + Omniverse packages from Omniverse launcher according to Downloading the Omniverse libraries - Build USD from source (https://github.com/PixarAnimationStudios/USD/), optionally with OpenVDB support according to Building USD Manually - For release/debug versions, observe the directory structure guidelines in Debug Builds section - Get prebuilt USD packages from https://developer.nvidia.com/usd#bin (No OpenVDB or Omniverse support) - Automatic installation of USD as part of the superbuild, see superbuild/README.md (Experimental)

Note that on Linux, GCC only guarantees forward ABI-compatibility, so libraries downloaded from external sources built with newer versions of GCC than the USD device may not link to it properly.

Building the ANARI USD device

From this directory, run mkdir _build && cd _build, after which there are two ways to build the USD Device:

  • Superbuild: run (c)cmake(-gui) on the ../superbuild subdir, for detailed instructions see superbuild/README.md.
  • Regular build: Directly run (c)cmake(-gui) on the root directory.
    • Example with Omniverse support, without OpenVDB: ccmake .. -DUSD_DEVICE_USE_OMNIVERSE=ON -DANARI_ROOT_DIR=<anari_install_path> -DUSD_ROOT_DIR=<usd_install_path> -DOMNIUSDRESOLVER_ROOT_DIR=<omni_usd_resolver_install_path> -DOMNICLIENT_ROOT_DIR=<omni_client_install_path> -DPython_ROOT_DIR=<python_install_path> -DPython_FIND_STRATEGY_LOCATION=ON -DCMAKE_POSITION_INDEPENDENT_CODE=ON

After configuring and generating any of the above builds, run cmake --build . --config [Release|Debug]

Usage notes

  • Library and device names are both usd
  • All device-specific parameters are prefixed with usd::
  • See usd_device_features.json for parameter names and descriptions
  • Examples in examples/anariTutorial_usd(_time).c

More details about specific parameters and unsupported features follow below.

Basic parameters

Specific ANARIDevice object parameters:

  • Set usd::serialize.location string to the output location on disk, usd::serialize.outputBinary bool for binary or text output. These parameters are immutable (after first anariCommit).
  • Alternatively, usd::serialize.location will also try the ANARI_USD_SERIALIZE_LOCATION environment variable. If neither are specified, it will default to "./" and emit a warning.
  • Parameter usd::serialize.hostName has to be used to specify the server name (if Omniverse support is available) and optional port for Omniverse connections. This parameter is immutable.
  • Use usd::time to set a global timestep for USD output. All parameters and references from parent to child ANARI objects will be converted into USD for this particular global timestep, with the optional exception of "timed objects" (see below). The value of this parameter can be changed at any time, but make sure to call anariCommit on the device after setting it.

Specific ANARI scene object parameters (World, Instancer, Group, Surface, Geometry, Volume, Spatialfield, Material, Sampler, Light):

  • Each ANARI scene object has a name parameter as scenegraph identifier (over time). Upon setting this name, a formatted version is stored in the usd::name property (with corresponding .size as uint64). After anariRenderFrame (or, if the usd::writeAtCommit device parameter is enabled, after anariCommit for some objects), its full USD primpath can be retrieved by querying the usd::primPath property (with corresponding .size as uint64).
  • Changes to data are actually saved to USD output when anariRenderFrame() is called.
  • If ANARI objects of a certain name are not referenced from within any committed timestep, their internal data is cleaned up when calling anariDeviceSetParam(d, "usd::garbageCollect", ANARI_VOID_POINTER, 0). This is advised after every anariRenderFrame() or a subfrequency thereof.
  • If there is a desire to remove individual objects from USD, use the parameter usd::removePrim. It will throw a warning if the object is still referenced by any other objects.

Specific ANARI timed object parameters (Geometry, Material, Spatialfield, Sampler):

  • A usd::time parameter to define the time at which commit() will add the data to the scenegraph object indicated by usd::name, regardless of the global timestep set for the ANARIDevice object. The effect of setting this parameter is that the parent objects referencing these "timed objects" will keep a USD-based time-mapping per global timestep. This way, a child reference defined at a particular global timestep will point to the data output of the child object at its usd::time, thereby avoiding data duplication. This parameter is applied like any other parameter during anariCommit.

For Surface and Volume:

  • A usd::isInstanceable parameter is defined to allow the user to write the instanceable metadata to the corresponding USD output prim.

Advanced parameters

ANARIDevice object parameters:

  • Device parameter usd::sceneStage allows the user to provide a pre-constructed stage, into which the USD output will be constructed. For correct operation, make sure that anariSetParameter for usd::sceneStage takes a UsdStage* (ie. the mem argument is directly of UsdStage* type) with ANARI_VOID_POINTER as type enumeration. This parameter is immutable.
  • Device parameter usd::enableSaving of type ANARI_BOOL (default ON) allows the user to explicitly control whether USD output is written out to disk, or kept in memory. Assets that are not stored in USD format, such as MDL materials, texture images and volumes, will always be written to disk regardless of the value of this parameter. In order for no files to be written at all, additionally pass the special string "void" to usd::serialize.location. This parameter can be changed at any time and applies immediately.
  • Device parameter usd::serialize.newSession of type ANARI_BOOL (default ON) allows the user to explicitly control whether a new empty session directory has to be created for USD output, or whether the last written session and its USD files have to be reopened, after which the device will continue (over-)writing the existing files. In the latter case, existing prims will be changed to match the contents of any committed ANARI objects that go by their corresponding name, but other already existing prims within the USD files will be left untouched. This parameter is immutable.
  • Device parameters usd::output.<x>, which give control over what or how certain objects are converted to USD, to increase compatibility with certain renderers or reduce clutter in the resulting USD graph. All of them are immutable. Permissible values for <x> are:
    • material: Whether material objects are included in the output
    • previewsurfaceshader: Whether previewsurface shader prims are output for material objects
    • mdlshader: Whether mdl shader prims are output for material objects
  • Device parameter usd::writeAtCommit controls whether writing to USD will happen immediately at the anariCommit call, or at anariRenderFrame (default). The potential advantage of the former is that one has more granular control over USD processing time. Note that if this parameter is set, the ANARIDevice (specifically its usd::time) should be committed before any other object in the scene. This parameter can be changed at any time and applies immediately.
  • For Geometry objects, the primitive/vertex.attribute<x> parameters are typically output as primvars named attribute<x> on the USD prim. However, custom names are supported by using the usd::attribute<x>.name parameter on the Geometry object, which will directly correspond to the name of the primvar output. So make sure these names are not clashing with in-built USD primvar names (eg. by prefixing the attribute names) and that any sampler/material attribute bindings are directly set to that name as well.

ANARI scene objects:

  • Use individual bits of the usd::timeVarying parameter to control which exact ANARI object parameters should vary over time, and which ones should store only one value over all timesteps. Parameters that are possibly timevarying can be gathered from usd_device_features.json, by looking at the usd::timeVarying.<parametername> parameter names. For certain parameters referring to ANARI object references (such as geometries/volumes/materials/samplers), the value of their referenced timestep can be set with the parameter usd:time.<parametername>. All these parameters can be changed at any time and are applied like any other parameter during anariCommit.

Not supported

  • Geometries:
    • all fixed point color array types will be normalized to float, double will be type-cast
    • Cones/Cylinders/Glyphs do not support the caps parameter, or the vertex.cap attribute
    • For triangles and quads, the vertex.tangent attribute is not supported
  • Volumes and SpatialFields:
    • unitDistance has no effect
    • filter has no effect
  • Materials:
    • Setting a parameter to an attribute string will only produce valid output if the parameter value and connected attribute array type are an exact match, unless:
      • A float4/float3 attribute is bound to a float3/color input.
    • Attribute strings primitiveId, worldPosition and worldNormal are unsupported
    • Beyond the parameters already present in the matte material, the physicallyBased material only supports emissive, metallic, roughness and ior
  • Samplers:
    • setting inAttribute will only produce valid output if the parameter value type and connected attribute array type are an exact match
    • Attribute strings primitiveId, worldPosition and worldNormal are unsupported
    • the <in/out>Transform and <in/out>Offset parameters
  • Lights:
    • unsupported for now
  • Properties:
    • bounds property not queryable (World, Instance, etc.)

Detailed build info

Debug builds

If you have separate release and debug versions of USD, (or standalone OpenVDB, Blosc, Zlib), make sure the /lib and /include directories of the respective installations exist within /release and /debug directories, ie. for USD: <USD_ROOT_DIR>/release and <USD_ROOT_DIR>/debug.

Downloading the Omniverse libraries

  • Get the Nvidia Omniverse Launcher from https://www.nvidia.com/en-us/omniverse/
  • Go to the Exchange tab and navigate to the Connectors section. Install the Connect Sample (version 102.1.5 is known to work).
  • Go to the install directory of the connect sample, which is typically in ~/.local/share/ov/pkg/ or <userdir>/AppData/local/ov/pkg/ but can also be found in the launcher by looking at your installed apps, a triple-stack on the right side of the connector sample entry -> settings
  • Build the connect sample by running build.sh/.bat in its folder
  • Locate the usd, omni_usd_resolver, omni_client_library and python folders in the _build/target-deps subfolder
  • The location of the previous four subfolders respectively can directly be set as USD_ROOT_DIR, OMNIUSDRESOLVER_ROOT_DIR, OMNICLIENT_ROOT_DIR, Python_ROOT_DIR in the ANARI CMake superbuild configuration

Building USD Manually

  • The environment variable BOOST_ROOT should not be set
  • On Linux:
    • Zlib has to either be installed on a system level or built from source (with -fPIC added to CMAKE_CXX_FLAGS)
      • Run, for a particular value of <zlib_install_dir>: export CMAKE_ZLIB_ARGS="-D ZLIB_ROOT=<zlib_install_dir>
    • If using Anaconda:
      • The pyside2 and pyopengl package has to be included in the environment
      • Make sure a Python include directory without m suffix exists (create a symbolic link if necessary)
    • Run, for a particular value of <config>: export LD_LIBRARY_PATH=<USD_ROOT_DIR>/<config>/lib:$LD_LIBRARY_PATH
  • On Windows:
    • Make sure pyside2-uic.exe from your Python ./Scripts directory is in the PATH
    • only for debug builds: In pyconfig.h all pragma comment(lib,"pythonXX.lib") statements should change to pragma comment(lib,"pythonXX_d.lib"). They can be changed back after building USD.
  • Build and install USD by running the buildscript python <usd_source_dir>/build_scripts/build_usd.py <USD_ROOT_DIR>/<config> (where USD_ROOT_DIR is the desired installation location)
    • Add --debug (v21.08-) or --build-variant debug (v21.11+) for debug builds
    • For OpenVDB on Windows, run in a developer command prompt and add the following flags: --openvdb --build-args openvdb,"-DCMAKE_CXX_FLAGS=\"-D__TBB_NO_IMPLICIT_LINKAGE /EHsc\""
      • OpenVDB's FindIlmBase.cmake might be broken for debug builds; make sure that the _d suffix is removed from <USD_ROOT_DIR>/<config>/lib/Half-X_X_d.lib and <USD_ROOT_DIR>/<config>/bin/Half-X_X_d.dll after running the build once, then run it again.
    • For OpenVDB on Linux, add the following flags: --openvdb --build-args openvdb,"-D CMAKE_CXX_FLAGS:STRING=-fPIC $CMAKE_ZLIB_ARGS" blosc,"-D CMAKE_C_FLAGS:STRING=-fPIC -D CMAKE_CXX_FLAGS:STRING=-fPIC" openexr,"$CMAKE_ZLIB_ARGS"