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Port GPU headless renderer to gsp_v0#412

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julianh65 wants to merge 5 commits intogsp_v0from
jhunt/gsp-v0-gpu-renderer
Open

Port GPU headless renderer to gsp_v0#412
julianh65 wants to merge 5 commits intogsp_v0from
jhunt/gsp-v0-gpu-renderer

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@julianh65
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Summary

  • Port GPU-accelerated headless rendering from fe68642 onto gsp_v0
  • Add optional EGL headless path with Xvfb/Mesa fallback
  • Add static road-geometry cache and PBO/writev frame readback
  • Keep eval video retention configurable via eval.save_render_videos
  • Use full-map headless FULL_SIM_STATE rendering to match the upstream renderer PR look

Validation

Notes

  • Local machine does not have EGL/egl.h, so the small run validates the Xvfb/Mesa fallback path plus the full-map renderer/road cache/recorder plumbing.
  • EGL-specific path should be validated on a machine with EGL dev headers installed.

@julianh65
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Updated with commit 073eb0af1 to match the upstream headless trajectory breadcrumbs (DrawPoint3D instead of sphere traces). Rebuilt locally and ran a BC-policy visual validation logging both full-map and perspective videos: https://wandb.ai/emerge_/pufferdrive-renderer-validation/runs/3uq0yj3p

Note: this desktop still lacks EGL headers, so the local validation uses the Xvfb/Mesa fallback rather than the actual EGL GPU path.

@julianh65
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Updated with d21d97c57 to match the 2D clean-eval render style from the referenced run: fixed 1920x1080 headless output, centered orthographic full-map camera, green filled policy-agent boxes, and no headless text overlays. New 2D validation run: https://wandb.ai/emerge_/pufferdrive-renderer-validation/runs/r1jpl38m

@julianh65
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Updated with 89fe3f65f to copy the clean-eval visual styling for the remaining mismatches: active policy vehicles use filled Raylib GREEN, expert/static vehicles use GOLD, and goals use LIME markers with faint LIME radius circles. Corrected validation videos: https://wandb.ai/emerge_/pufferdrive-renderer-validation/runs/qob2btjg

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