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  • TABLE OF CONTENTS
  • General Concepts
    • Overview
    • Introduction to Rendered.ai
    • The Rendered.ai Platform
    • Who Uses Rendered.ai?
    • Rendered.ai Licensing and Offerings
  • Application User Guides
    • Overview
    • Quick Start Guide
      • Terminology
      • Content Codes
      • Getting Started with the SDK
    • Tutorials
      • Organization and Workspace Resources
      • Creating and Using Graphs
        • Graph Validation
        • Graph Best Practices
      • Creating and Using Datasets
        • Dataset Annotations
        • Dataset Analytics
        • Domain Adaptation
        • Dataset Comparison
        • Training and Inference
        • Mixing Datasets
        • Dataset Best Practices
      • Creating and Using Volumes
        • Inpaint Service
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    • Overview
    • Ana Software Architecture
      • Basic components
      • Graphs
      • Channels
      • Packages
      • Package Volumes
      • Nodes
      • Schema
      • Ana Modules, Classes, and Functions
      • The anatools Package
      • Graph Validation
        • Typical Validation Use Cases
      • Preview
      • In-tool Help
    • Setting Up the Development Environment
      • Local Development With NVIDIA GPUs
      • Remote Development With AWS EC2
    • Deploying a Channel
    • An Example Channel - Toybox
      • Run and Deploy the Toybox Channel
      • Add a Modifier Node
      • Add a Generator Node
  • Open Source Channels
    • Toybox
    • DIRSIG Channel
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  1. Application User Guides
  2. Tutorials
  3. Creating and Using Graphs

Graph Best Practices

PreviousGraph ValidationNextCreating and Using Datasets

Last updated 6 months ago

The Rendered.ai platform exposes a rich interface to manipulate graphs for generating a wide variety of datasets. While generated images and videos have virtually infinite randomness, the graph parameters provide for the control one needs when addressing specific computer vision training and validation issues. These guidelines for graph editing help users get the most from Rendered.ai channels.

Graph Basics

A basic graph performs three functions - object creation, scene composition, and scene rendering. Most channels are built with a set of objects of interest so the graph will have one or more nodes that create those objects. Objects of interest are important because they are used for generating object annotations. Another node creates the scene and places objects of interest in it. The scene may require other components such as a background image and a sensor. Finally, a simulator node renders the output of the scene into a synthetic image.

The following is a basic graph that performs these three operations.

In the above graph, the Yo-yo node creates a yo-yo generator that is passed to the RandomPlacement node. The RandomPlacement node creates a scene and makes a cloud of yo-yos because it calls the Yo-yo generator 25 times and places the objects randomly in the scene. The drop object node takes the Yo-yo's and drops them into a container that is on a floor. The RenderNode then renders the scene.

Generators: Objects and Modifiers

Though not required, channels developed by Rendered.ai use generators for objects. An object generator is a factory that provides new instances of the objects as many times as the code requests one. The Ana generator class has a weight that can be used in a placement node. By using object generators instead of manually adding objects, a scene can be built procedurally based on the structure of the graph.

Object modifiers are generators with children and make changes to the children generators. For example, the ColorVariation modifier adds a call to the color method to it’s children.

Simple Graph
Rendered Scene
Color Variation Modifier
Image With Color Variation