# Pyrender [![Build Status](https://travis-ci.org/mmatl/pyrender.svg?branch=master)](https://travis-ci.org/mmatl/pyrender) [![Documentation Status](https://readthedocs.org/projects/pyrender/badge/?version=latest)](https://pyrender.readthedocs.io/en/latest/?badge=latest) [![Coverage Status](https://coveralls.io/repos/github/mmatl/pyrender/badge.svg?branch=master)](https://coveralls.io/github/mmatl/pyrender?branch=master) [![PyPI version](https://badge.fury.io/py/pyrender.svg)](https://badge.fury.io/py/pyrender) [![Downloads](https://pepy.tech/badge/pyrender)](https://pepy.tech/project/pyrender) Pyrender is a pure Python (2.7, 3.4, 3.5, 3.6) library for physically-based rendering and visualization. It is designed to meet the [glTF 2.0 specification from Khronos](https://www.khronos.org/gltf/). Pyrender is lightweight, easy to install, and simple to use. It comes packaged with both an intuitive scene viewer and a headache-free offscreen renderer with support for GPU-accelerated rendering on headless servers, which makes it perfect for machine learning applications. Extensive documentation, including a quickstart guide, is provided [here](https://pyrender.readthedocs.io/en/latest/). For a minimal working example of GPU-accelerated offscreen rendering using EGL, check out the [EGL Google CoLab Notebook](https://colab.research.google.com/drive/1pcndwqeY8vker3bLKQNJKr3B-7-SYenE?usp=sharing).

GIF of Viewer Damaged Helmet

## Installation You can install pyrender directly from pip. ```bash pip install pyrender ``` ## Features Despite being lightweight, pyrender has lots of features, including: * Simple interoperation with the amazing [trimesh](https://github.com/mikedh/trimesh) project, which enables out-of-the-box support for dozens of mesh types, including OBJ, STL, DAE, OFF, PLY, and GLB. * An easy-to-use scene viewer with support for animation, showing face and vertex normals, toggling lighting conditions, and saving images and GIFs. * An offscreen rendering module that supports OSMesa and EGL backends. * Shadow mapping for directional and spot lights. * Metallic-roughness materials for physically-based rendering, including several types of texture and normal mapping. * Transparency. * Depth and color image generation. ## Sample Usage For sample usage, check out the [quickstart guide](https://pyrender.readthedocs.io/en/latest/examples/index.html) or one of the Google CoLab Notebooks: * [EGL Google CoLab Notebook](https://colab.research.google.com/drive/1pcndwqeY8vker3bLKQNJKr3B-7-SYenE?usp=sharing) ## Viewer Keyboard and Mouse Controls When using the viewer, the basic controls for moving about the scene are as follows: * To rotate the camera about the center of the scene, hold the left mouse button and drag the cursor. * To rotate the camera about its viewing axis, hold `CTRL` left mouse button and drag the cursor. * To pan the camera, do one of the following: * Hold `SHIFT`, then hold the left mouse button and drag the cursor. * Hold the middle mouse button and drag the cursor. * To zoom the camera in or out, do one of the following: * Scroll the mouse wheel. * Hold the right mouse button and drag the cursor. The available keyboard commands are as follows: * `a`: Toggles rotational animation mode. * `c`: Toggles backface culling. * `f`: Toggles fullscreen mode. * `h`: Toggles shadow rendering. * `i`: Toggles axis display mode (no axes, world axis, mesh axes, all axes). * `l`: Toggles lighting mode (scene lighting, Raymond lighting, or direct lighting). * `m`: Toggles face normal visualization. * `n`: Toggles vertex normal visualization. * `o`: Toggles orthographic camera mode. * `q`: Quits the viewer. * `r`: Starts recording a GIF, and pressing again stops recording and opens a file dialog. * `s`: Opens a file dialog to save the current view as an image. * `w`: Toggles wireframe mode (scene default, flip wireframes, all wireframe, or all solid). * `z`: Resets the camera to the default view. As a note, displaying shadows significantly slows down rendering, so if you're experiencing low framerates, just kill shadows or reduce the number of lights in your scene.