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Merge branch 'develop' of https://github.com/unrealcv/unrealcv into d…
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qiuwch committed May 24, 2017
2 parents 90f6534 + 67dfd80 commit 04ce134
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54 changes: 0 additions & 54 deletions CHANGELOG

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40 changes: 0 additions & 40 deletions Makefile

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3 changes: 2 additions & 1 deletion docs/.gitignore
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_build/
_rtd/
modules/
tutorials/
tutorials_source/output/

19 changes: 17 additions & 2 deletions docs/Makefile
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Expand Up @@ -4,5 +4,20 @@ html:
sphinx-build -n -b html . _build/html
xdg-open _build/html/index.html

clean:
rm -rf _build modules tutorials doxygen/html doxygen/latex doxygen/xml
tutorials: clean
-doxygen Doxyfile
# Start the docker container
-nvidia-docker run -d -it --name rr --env="DISPLAY=:0.0" --volume="/tmp/.X11-unix:/tmp/.X11-unix:rw" -p 9000:9000 qiuwch/rr /home/unrealcv/LinuxNoEditor/RealisticRendering/Binaries/Linux/RealisticRendering
sleep 2
-sphinx-build -n -b html . _build/html
docker stop rr; docker rm rr
xdg-open _build/html/index.html

clean: # Clear artifacts
rm -rf _build modules tutorials/*_tutorial.* tutorials/*.zip doxygen/html doxygen/latex doxygen/xml

rtd:
pip install -r requirements.txt
READTHEDOCS=True python conf.py
READTHEDOCS=True sphinx-build -n -b html . _rtd/html
xdg-open _build/html/index.html
18 changes: 16 additions & 2 deletions docs/conf.py
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@@ -1,7 +1,21 @@
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
import os, sys, glob, shutil
sys.path.insert(0, os.path.abspath('.'))
import os, sys, glob, shutil, subprocess
doc_dir = os.path.dirname(os.path.abspath(__file__))
project_dir = os.path.dirname(doc_dir)
sys.path.insert(0, doc_dir)

# If runs on ReadTheDocs environment
on_rtd = os.environ.get('READTHEDOCS', None) == 'True'

# Hack for lacking git-lfs support ReadTheDocs
if on_rtd:
print('Fetching files with git_lfs for %s' % project_dir)
from git_lfs import fetch
fetch(project_dir)

subprocess.call('doxygen Doxyfile', shell=True)
# Generate xml from doxygen

import sphinx_rtd_theme

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3 changes: 0 additions & 3 deletions docs/images/pipeline.svg

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38 changes: 34 additions & 4 deletions docs/index.rst
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.. include:: welcome.rst
=======
Welcome
=======

.. toctree::
:hidden:
UnrealCV helps computer vision researchers build virtual worlds using Unreal Engine 4 (UE4). It extends UE4 with a plugin by providing:

1. a set of UnrealCV commands to interact with the virtual world
2. Communication between UE4 and an external program, such as Caffe or tensorflow.

.. figure:: images/homepage_teaser.png
:align: center

Fig.1: Images generated from the technical demo :ref:`rr`

Currently, UnrealCV plugin supports UE4 (4.12, 4.13, 4.14) in Windows, Linux and Mac, more details about supported platforms in :ref:`this page <supported>`. UnrealCV client supports python and MATLAB (experimental). Read :doc:`getting started <tutorials/getting_started>` to learn how to use UnrealCV.

Tutorials are provided to help you get familiar with UnrealCV quickly and more technical details are documented in the reference section.

Tutorials
=========

- :doc:`tutorials/getting_started` - The basics of using UnrealCV, start from here.
- :doc:`tutorials/generate_images_tutorial` - Generate an image dataset with ground truth.
- :doc:`tutorials/faster_rcnn` - Show how to use images from a video game for testing faster RCNN.
- :doc:`plugin/install` - How to install UnrealCV plugin into UE4.

Reference
=========
- :doc:`reference/architecture` - Technical details of UnrealCV.
- :doc:`reference/commands` - All available commands provided in UnrealCV.

For the doc of a specific version of unrealcv, please see `the version page`_

.. _the version page: https://readthedocs.org/projects/unrealcv/versions/
.. _readthedocs: http://docs.unrealcv.org

welcome

.. toctree::
:hidden:
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26 changes: 26 additions & 0 deletions docs/make_uproject_cpp.sh
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# Convert a blueprint only project to a cpp project by
# adding some empty cpp code to fool the checking code
uproject=`ls *.uproject`

# Make sure I am in a uproject folder
echo ${uproject}
if [ -z ${uproject} ]; then
exit
fi

echo Make a folder called Source
mkdir -p Source/playground

game_target='using UnrealBuildTool; public class playgroundTarget : TargetRules { public playgroundTarget(TargetInfo Target) { Type = TargetType.Game; }}'
echo ${game_target} > Source/playground.Target.cs

editor_target='using UnrealBuildTool; public class playgroundEditorTarget : TargetRules { public playgroundEditorTarget(TargetInfo Target) { Type = TargetType.Editor; }}'
echo ${editor_target} > Source/playgroundEditor.Target.cs

build_rule='using UnrealBuildTool; public class playground : ModuleRules { public playground(TargetInfo Target) { PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore"}); }}'
echo ${build_rule} > Source/playground/playground.Build.cs

playground_entry_code='#include "EngineMinimal.h"
#include "playground.h"
IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, playground, "playground" );'
echo ${playground_entry_code} > Source/playground/playground.cpp
5 changes: 5 additions & 0 deletions docs/plugin/package.rst
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Expand Up @@ -59,3 +59,8 @@ Download link (required):

Related paper or project page (optional):
If this game binary is related to a research project, make a link to here.

Packaging binaries automatically
================================

In the UnrealCV team, we use a set of packaging scripts to automate the packaging and testing. These scripts are hosted in <qiuwch/unrealcv-packaging>.
2 changes: 1 addition & 1 deletion docs/reference/architecture.rst
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The architecture of UnrealCV
============================

.. figure:: ../images/pipeline.svg
.. figure:: ../images/pipeline.png
:width: 500px
:align: center

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9 changes: 9 additions & 0 deletions docs/reference/commands.rst
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Expand Up @@ -38,6 +38,15 @@ vget /camera/[id]/[viewmode]
vget /camera/[id]/[viewmode] [filename]
(v0.2) Same as the above, with an extra parameter for filename

:filename: Filename is where the file will be stored.
:example: :code:`vget /camera/0/lit lit.png`

vget /camera/[id]/[viewmode] [format]
(v0.3.7) Support binary data format

:format: If only file format is specified, the binary data will be returned through socket instead of being saved as a file.
:example: :code:`vget /camera/0/lit png`

vset /viewmode [viewmode]
(v0.2) Set ViewMode to (lit, normal, depth, object_mask)

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12 changes: 12 additions & 0 deletions docs/reference/issues.rst
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Expand Up @@ -2,6 +2,14 @@
Issues
======

We tried our best to make the software stable and easy to use, but accidents sometimes happen. Here are a list of issues that you might find. Use the search function :kbd:`ctrl+f` to search your error message. If you can not find useful information here, post a new issue.

- The binary can not run

:issue: #30

Error message..

.. _supported:

Supported Unreal Engine Version
Expand Down Expand Up @@ -42,6 +50,10 @@ Known issues

- The OpenEXR requirement

- The Unreal Engine config file not changed

- The image and ground truth not aligned

Issues and workarounds
======================

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3 changes: 3 additions & 0 deletions docs/requirements.txt
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Expand Up @@ -5,3 +5,6 @@ numpy
matplotlib
breathe
docker
pytest
git-lfs

3 changes: 3 additions & 0 deletions docs/tutorials/.gitattributes
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*.ipynb filter=lfs diff=lfs merge=lfs -text
*.zip filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
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3 changes: 3 additions & 0 deletions docs/tutorials/generate_images_tutorial.ipynb
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