Camera#

Camera sensors in Isaac Lab are renderer-backed sensors: each Camera instance is coupled to a renderer that produces the image data. If multiple cameras use the same renderer type, only one renderer is instantiated and shared between them. The renderer and camera are intentionally isolated from each other — the camera defines what to capture (pose, resolution, field of view, data types), while the renderer defines how to render it (RTX ray-tracing, Newton Warp rasterizer, etc.). This separation allows the same camera configuration to run across different physics and rendering backends without code changes.

For an overview of the available renderer backends and how to choose between them, see Renderers.

Rendered images are unique among supported sensor data types due to their large bandwidth requirements. A single 800 × 600 image with 32-bit color clocks in at just under 2 MB. At 60 fps across thousands of parallel environments, this grows quickly. Isaac Lab’s tiled rendering API specifically addresses these scaling challenges by batching all cameras into a single render pass.

Renderer Backends#

The renderer used by a camera is configured via the renderer_cfg field on CameraCfg. The default is IsaacRtxRendererCfg (NVIDIA RTX, requires Isaac Sim).

renderer_cfg

Requires Isaac Sim?

Supported data types

IsaacRtxRendererCfg (default)

Yes

rgb, rgba, depth, normals, motion vectors, semantic/instance segmentation, and all other annotators

NewtonWarpRendererCfg

No (kit-less)

rgb, depth only

OVRTXRendererCfg

No (+ isaaclab_ov)

rgb, depth only

Note

The Newton Warp renderer currently supports only ``rgb`` and ``depth`` data types. Annotators such as segmentation, normals, and motion vectors are Isaac RTX-specific features and require IsaacRtxRendererCfg.

Tiled Rendering#

Note

This feature is available from Isaac Sim version 4.2.0 onwards (for the RTX renderer). The Newton Warp renderer supports tiled rendering in kit-less mode.

Tiled rendering in combination with image processing networks require heavy memory resources, especially at larger resolutions. We recommend running 512 cameras on RTX 4090 GPUs or similar when using the RTX renderer.

The Tiled Rendering API provides a vectorized interface for collecting image data from all environment clones in a single batched render pass. Instead of one render call per camera, all copies of a camera are composited into a single large tiled image, dramatically reducing host-device transfer overhead.

Isaac Lab provides tiled rendering through Camera, configured via CameraCfg. The renderer_cfg field selects the rendering backend.

CameraCfg with renderer_cfg#

The renderer is specified via renderer_cfg on CameraCfg. The camera and renderer configurations are fully decoupled: you can swap renderers without changing any other camera parameters.

Default (RTX, requires Isaac Sim):

from isaaclab.sensors import CameraCfg
import isaaclab.sim as sim_utils
# IsaacRtxRendererCfg is the default, no explicit import needed

tiled_camera: CameraCfg = CameraCfg(
    prim_path="/World/envs/env_.*/Camera",
    offset=CameraCfg.OffsetCfg(pos=(-7.0, 0.0, 3.0), rot=(0.9945, 0.0, 0.1045, 0.0), convention="world"),
    data_types=["rgb"],
    spawn=sim_utils.PinholeCameraCfg(
        focal_length=24.0, focus_distance=400.0, horizontal_aperture=20.955, clipping_range=(0.1, 20.0)
    ),
    width=80,
    height=80,
    # renderer_cfg defaults to IsaacRtxRendererCfg()
)

Newton Warp renderer (kit-less, no Isaac Sim required):

from isaaclab.sensors import CameraCfg
from isaaclab_newton.renderers import NewtonWarpRendererCfg
import isaaclab.sim as sim_utils

tiled_camera: CameraCfg = CameraCfg(
    prim_path="/World/envs/env_.*/Camera",
    offset=CameraCfg.OffsetCfg(pos=(-7.0, 0.0, 3.0), rot=(0.9945, 0.0, 0.1045, 0.0), convention="world"),
    data_types=["rgb", "depth"],  # only rgb and depth supported with Newton renderer
    spawn=sim_utils.PinholeCameraCfg(
        focal_length=24.0, focus_distance=400.0, horizontal_aperture=20.955, clipping_range=(0.1, 20.0)
    ),
    width=80,
    height=80,
    renderer_cfg=NewtonWarpRendererCfg(),
)

Multi-backend preset (switches renderer alongside physics backend):

For environments that need to support both backends, use MultiBackendRendererCfg together with the PresetCfg pattern:

from isaaclab.sensors import CameraCfg
from isaaclab_tasks.utils.presets import MultiBackendRendererCfg
import isaaclab.sim as sim_utils

tiled_camera: CameraCfg = CameraCfg(
    prim_path="/World/envs/env_.*/Camera",
    offset=CameraCfg.OffsetCfg(pos=(-7.0, 0.0, 3.0), rot=(0.9945, 0.0, 0.1045, 0.0), convention="world"),
    data_types=["rgb"],
    spawn=sim_utils.PinholeCameraCfg(
        focal_length=24.0, focus_distance=400.0, horizontal_aperture=20.955, clipping_range=(0.1, 20.0)
    ),
    width=80,
    height=80,
    renderer_cfg=MultiBackendRendererCfg(),  # selects RTX or Newton Warp via presets= CLI arg
)

The active preset is selected at launch via the presets= CLI argument:

# Use Newton Warp renderer
python train.py task=Isaac-Cartpole-RGB-Camera-Direct-v0 presets=newton_renderer

# Use OVRTX renderer
python train.py task=Isaac-Cartpole-RGB-Camera-Direct-v0 presets=ovrtx_renderer

# Use default (Isaac RTX)
python train.py task=Isaac-Cartpole-RGB-Camera-Direct-v0

Accessing camera data#

tiled_camera = Camera(cfg.tiled_camera)
data = tiled_camera.data.output["rgb"]  # shape: (num_cameras, H, W, 3), torch.uint8

The returned data has shape (num_cameras, height, width, num_channels), ready to use directly as an observation in RL training.

When using the RTX renderer, add --enable_cameras when launching:

python scripts/reinforcement_learning/rl_games/train.py \
    --task=Isaac-Cartpole-RGB-Camera-Direct-v0 --headless --enable_cameras

Annotators (RTX only)#

Note

Annotators are a feature of the Isaac RTX renderer (IsaacRtxRendererCfg). They are not available with the Newton Warp renderer or ovrtx, which support only rgb and depth.

Camera exposes the following annotator data types when using the RTX renderer:

  • "rgb": A 3-channel rendered color image.

  • "rgba": A 4-channel rendered color image with alpha channel.

  • "distance_to_camera": Distance to the camera optical center per pixel.

  • "distance_to_image_plane": Distance along the camera’s Z-axis per pixel.

  • "depth": Alias for "distance_to_image_plane".

  • "normals": Local surface normal vectors at each pixel.

  • "motion_vectors": Per-pixel motion vectors in image space.

  • "semantic_segmentation": Semantic segmentation labels.

  • "instance_segmentation_fast": Instance segmentation data.

  • "instance_id_segmentation_fast": Instance ID segmentation data.

RGB and RGBA#

A scene captured in RGB

rgb returns a 3-channel RGB image of type torch.uint8, shape (B, H, W, 3).

rgba returns a 4-channel RGBA image of type torch.uint8, shape (B, H, W, 4).

To convert to torch.float32, divide by 255.0.

rgb_hdr returns a 3-channel scene-linear HDR image of type torch.float32, shape (B, H, W, 3).

Post-render Camera ISP#

A camera Image Signal Processing (ISP) pipeline models the chain that maps the scene-linear radiance captured by a sensor to the LDR pixel values a downstream consumer sees. The camera ISP pipeline is usually part of the renderer. In Isaac Lab we expose a post-render camera ISP pipeline which is applied on top of the renderer’s HDR scene-linear AOV. This makes it possible to implement additional post-render processing not currently supported by the renderer backends. The pass is configured via isp_cfg on every camera and runs once per render tick.

PPISP#

The shipped ISP implementation is PPISP (Physically Plausible Image Signal Processing), an NVIDIA Spatial Intelligence Lab pipeline designed to bring synthetic imagery — most notably 3D Gaussian splat reconstructions — closer to real-camera output without re-training the upstream model. See the project page: https://research.nvidia.com/labs/sil/projects/ppisp .

PPISP is typically authored alongside a ParticleField3DGaussianSplat USD asset: it carries a RenderProduct whose target camera and PPISP UsdShade.Shader (a shader prim named PPISP whose inputs follow the PPISP naming convention) were calibrated against the real capture rig that produced the splats. Configuring the camera with the matching PPISP coefficients makes the rendered tile match the calibration target.

The pipeline applies, in order: responsivity → exposure → vignetting → color homography → camera response function → uint8 clamp. It runs as a single Warp kernel.

Configuration#

isp_cfg accepts three forms:

  • None (default) — ISP disabled.

  • PpispCfg — explicit PPISP coefficients (inputs), or shader_prim_path to import them from a PPISP UsdShade.Shader already on the stage.

  • CameraISPMode — auto-discover an ISP shader on the stage (see below).

The cfg applies once per Camera sensor batch. The PPISP Warp kernel takes scalar coefficients, so every cloned view in a tiled batch shares the same ISP configuration — there is no per-view ISP today.

from isaaclab.sensors.camera import CameraCfg, CameraISPMode
from isaaclab_ppisp import PpispCfg

# default — ISP disabled
cfg = CameraCfg(...)

# explicit coefficients
cfg = CameraCfg(..., isp_cfg=PpispCfg(inputs={"exposureOffset": 1.5}))

# import coefficients from a USD shader path
cfg = CameraCfg(..., isp_cfg=PpispCfg(shader_prim_path="/World/Render/PPISP"))

# auto-discover from the stage
cfg = CameraCfg(..., isp_cfg=CameraISPMode.AUTO_ANY)

Auto-discovery#

Auto-discovery is opt-in via CameraISPMode. Discovery runs once at camera construction using the first matched camera prim in the Camera sensor batch:

  1. Walk the stage for a USD RenderProduct whose camera relationship targets the first matched camera prim and that has a child UsdShade.Shader prim named PPISP. If found, import its inputs as a PpispCfg.

  2. AUTO_ANY only: if step 1 finds nothing, fall back to the first UsdShade.Shader prim named PPISP anywhere on the stage.

  3. Otherwise the ISP stays disabled for the whole Camera sensor batch.

In practice this means: if the stage carries a ParticleField3DGaussianSplat together with a RenderProduct that binds a PPISP shader child to the batch’s first matched camera prim, the Camera sensor picks up the matching ISP automatically and no Python-side coefficient authoring is required.

AUTO_CAMERA runs step 1 only — useful when the stage carries multiple PPISP shaders and you want the Camera sensor batch to use exactly the one bound to its first matched camera prim.

Renderer support#

All three shipped backends advertise the HDR AOV (RGB_HDR) and compose the ISP pipeline internally: the Isaac RTX renderer sources HDR from the Replicator HdrColor annotator, the OVRTX renderer from its HDR render var, the Newton Warp renderer from its native scene-linear color buffer. Each backend allocates its own HDR scratch buffer when the user did not request "rgb_hdr" in data_types, and dispatches the PPISP kernel into rgb / rgba after every render tick.

Known limitations#

  • The ISP writes back into the rgb / rgba buffers. If neither is requested, configuring isp_cfg raises at camera init.

  • PPISP inputs are static for the lifetime of the camera. Animated USD shader inputs are collapsed to their first authored time sample.

  • Coefficients are global per camera — no per-pixel or per-region authoring beyond the radial vignetting term.

  • PPISP is the only ISP implementation today. Other ISP families would need a new config type and discoverer entry.

  • On the Isaac RTX and OVRTX backends, enabling isp_cfg forces RTX-side tonemapping off (/rtx/rtpt/gaussian/skipTonemapping/enabled=False) and authors a neutral OmniRtxCameraExposureAPI_1 schema on each camera prim so the post-render ISP is the only path that processes color. Mixing this with RTX-side exposure authoring is not supported.

  • Auto-discovery resolves at camera construction; later authoring of a RenderProduct or shader on the stage is not picked up.

Depth and Distances#

A scene captured as depth

distance_to_camera returns a single-channel depth image with distance to the camera optical center, shape (B, H, W, 1), type torch.float32.

distance_to_image_plane returns distances of 3D points from the camera plane along the Z-axis, shape (B, H, W, 1), type torch.float32.

depth is an alias for distance_to_image_plane.

Normals#

A scene captured with surface normals

normals returns local surface normal vectors at each pixel, shape (B, H, W, 3) containing (x, y, z), type torch.float32.

Motion Vectors#

motion_vectors returns per-pixel motion vectors in image space between frames. Shape (B, H, W, 2): x is horizontal motion (positive = left), y is vertical motion (positive = up). Type torch.float32.

Semantic Segmentation#

A scene with semantic segmentation

semantic_segmentation outputs per-pixel semantic labels for entities with semantic annotations. An info dictionary is available via tiled_camera.data.info['semantic_segmentation'].

  • If colorize_semantic_segmentation=True: 4-channel RGBA image, shape (B, H, W, 4), type torch.uint8. The idToLabels dict maps color to semantic label.

  • If colorize_semantic_segmentation=False: shape (B, H, W, 1), type torch.int32, containing semantic IDs. The idToLabels dict maps ID to label.

Instance ID Segmentation#

A scene with instance ID segmentation

instance_id_segmentation_fast outputs per-pixel instance IDs, unique per USD prim path. An info dictionary is available via tiled_camera.data.info['instance_id_segmentation_fast'].

  • If colorize_instance_id_segmentation=True: shape (B, H, W, 4), type torch.uint8. The idToLabels dict maps color to USD prim path.

  • If colorize_instance_id_segmentation=False: shape (B, H, W, 1), type torch.int32. The idToLabels dict maps instance ID to USD prim path.

Instance Segmentation#

A scene with instance segmentation

instance_segmentation_fast outputs instance segmentation, traversing down the prim hierarchy to the lowest level with semantic labels (unlike instance_id_segmentation_fast, which always goes to the leaf prim). An info dictionary is available via tiled_camera.data.info['instance_segmentation_fast'].

  • If colorize_instance_segmentation=True: shape (B, H, W, 4), type torch.uint8.

  • If colorize_instance_segmentation=False: shape (B, H, W, 1), type torch.int32.

The idToLabels dict maps color to USD prim path. The idToSemantics dict maps color to semantic label.