Principle:Google deepmind Mujoco Scene Rendering
| Knowledge Sources | |
|---|---|
| Domains | Rendering, OpenGL, 3D_Graphics |
| Last Updated | 2026-02-15 06:00 GMT |
Overview
Process of rasterizing an abstract 3D scene into pixels using OpenGL for display or image capture.
Description
Scene Rendering takes the abstract mjvScene (populated by mjv_updateScene) and renders it to an OpenGL framebuffer using the mjrContext GPU resources. The rendering pipeline handles shadow mapping, 3D geometry rasterization with lighting, transparency sorting, and optional stereo rendering. The output can go to an on-screen window or an offscreen framebuffer for headless image capture.
Usage
Use this principle in the render loop after updating the scene. The viewport parameter controls which portion of the framebuffer to render into, enabling split-screen or picture-in-picture layouts.
Theoretical Basis
The OpenGL rendering pipeline:
- Shadow pass: Render depth map from light sources for shadow mapping
- 3D pass: Render opaque geometries with lighting, then transparent geometries back-to-front
- Skybox: Render environment cubemap
- Fog: Apply depth-based fog
- Segment/ID pass: Optional segmentation rendering for computer vision