0.1.13
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Visualizer Plugin Documentation

DependenciesX11/xorg (Mac/Linux)
Python Importfrom pyhelios import Visualizer
Main ClassVisualizer

System Requirements

Dependencies X11/xorg (Mac/Linux), OpenGL 3.3+
Platforms Windows, Linux, macOS
GPU OpenGL 3.3 compatible graphics card required

Quick Start

from pyhelios import Context, Visualizer
from pyhelios.types import vec3, vec2, RGBcolor
with Context() as context:
# Create minimal geometry
patch_uuid = context.addPatch(center=vec3(0, 0, 0), size=vec2(1, 1))
# Use Visualizer with context manager (recommended)
with Visualizer(width=1200, height=800) as vis:
# Build scene geometry from Context
vis.buildContextGeometry(context)
# Configure view
vis.setCameraPosition(vec3(3, 3, 3), vec3(0, 0, 0))
vis.setBackgroundColor(RGBcolor(0.5, 0.7, 1.0))
# Show interactive visualization
vis.plotInteractive()

Class Constructor

Constructors
Visualizer(width, height, antialiasing_samples=1, headless=False)

The class associated with the visualization is called Visualizer. The class constructor takes width and height arguments that specify the size of the graphics window in pixels. Additional optional parameters control antialiasing quality and headless rendering mode. Below is an example:

from pyhelios import Visualizer
# Opens a graphics window of 1200x800 pixels
with Visualizer(width=1200, height=800) as vis:
pass

Dependencies

Installation Method Dependency
Runtime
(pip install)
X11 Server Required:
$ brew install --cask xquartz
Usually pre-installed None
OpenGL 3.3+ Compatible graphics card and drivers
Build from Source
(additional deps)
Development Libraries Same as runtime $ sudo apt-get install libx11-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev libxrandr-dev Visual Studio

Known Issues

  • macOS OpenGL Warning in Headless Mode: When using headless rendering on macOS, you may see a warning like:
    UNSUPPORTED (log once): POSSIBLE ISSUE: unit 6 GLD_TEXTURE_INDEX_2D is unloadable and bound to sampler type (Float) - using zero texture because texture unloadable
    This is a harmless driver warning from the macOS OpenGL implementation and does not affect rendering functionality. It appears once per run and can be safely ignored.
  • Large point clouds are supported with automatic culling optimization.

Introduction

This plugin facilitates visualization of model geometry and data. It can visualize a number of different geometric shapes, including all of the primitive types supported by the Helios context. Individual geometric objects can be added though API commands, and there is a command to automatically add all geometric primitives from the Helios context.

Using the Visualizer Plug-in

Coordinate Systems

The visualizer uses two types of coordinate systems to specify the locations of points in space during visualization:

  1. COORDINATES_WINDOW_NORMALIZED - Coordinates are normalized to unity and are window-aligned. The point (x,y)=(0,0) is in the bottom left corner of the window, and (x,y)=(1,1) is in the upper right corner of the window. The z-coordinate specifies the depth in the screen-normal direction, with values ranging from -1 to 1. For example, an object at z=0.5 would be behind an object at z=0. This coordinate system is typically used when annotating visualizations with text, adding watermarks, or adding objects to the dashboard.
  2. COORDINATES_CARTESIAN - Coordinates are specified in a 3D Cartesian system (right-handed), where +z is vertical. This coordinate system is typically used when adding model geometry or 3D objects.

Visualization Window

In order to actually display a window for visualization, we must issue a command to plot the geometry. There are different commands to produce a visualization window depending on the intended output:

  • plotInteractive() - Open an interactive visualization window that allows for user input control. This type of visualization allows for one to, for example, rotate the view or zoom in/out. This will cause the program to wait until the window is closed by the user to continue.
  • plotUpdate() - Open a window and update it with the current visualization, then continue the program. This does not allow for any user input, since it continues on without checking for input. This is useful when generating a large number of visualization images for a movie.

If plotUpdate() is issued, another command printWindow() can be used to output the current visualization to file (JPEG or PNG files).

The current window can be closed using the closeWindow() command.

Below is an example of opening a window (blank), exporting its contents to file, then closing the window:

from pyhelios import Visualizer
with Visualizer(width=1200, height=800) as vis:
vis.plotUpdate() # we have not added geometry, so window is blank
vis.printWindow("blank_window.jpg")
vis.closeWindow()

Headless Rendering

The Visualizer supports headless rendering for server environments or automated workflows where no display is available. Headless mode enables all visualization and image export functionality without requiring a graphics display or user interaction.

Enabling Headless Mode:

Headless mode is enabled through the constructor by setting the headless parameter to True:

from pyhelios import Context, Visualizer
from pyhelios.types import vec3
with Context() as context:
# Enable headless mode
with Visualizer(width=1200, height=800, antialiasing_samples=8, headless=True) as vis:
# All visualization functions work normally
vis.buildContextGeometry(context)
vis.setCameraPosition(vec3(0, 0, 5), vec3(0, 0, 0))
vis.plotUpdate()
vis.printWindow("headless_output.jpg")

Key Features:

  • Full OpenGL rendering using offscreen framebuffers
  • All geometry types and visual effects supported
  • Image export via printWindow()
  • No display or window manager required
  • Identical visual output to windowed mode

Important Notes:

Use Cases:

  • Automated visualization pipelines on servers
  • Batch processing of simulation results
  • Integration with cloud computing environments
  • Continuous integration testing of visualization features

Window Background

The Visualizer provides multiple options for customizing the window background:

Default Gradient Background

By default, the Visualizer displays a subtle vertical gradient background that transitions from a neutral blue at the bottom to white at the top. This provides a clean, professional appearance without requiring any configuration.

Solid Color Background

The window background can be set to a constant color using the setBackgroundColor() command:

from pyhelios import Visualizer
from pyhelios.types import RGBcolor
with Visualizer(width=1200, height=800) as vis:
vis.setBackgroundColor(RGBcolor(1.0, 1.0, 1.0)) # Set background to white

Transparent Background

For creating visualizations with transparent backgrounds (useful for overlaying on other images or presentations), use the setBackgroundTransparent() command. When rendering to the screen, a checkerboard pattern indicates transparency. When exporting to PNG format via printWindow(), the background will have true alpha channel transparency:

from pyhelios import Visualizer
with Visualizer(width=1200, height=800) as vis:
vis.setBackgroundTransparent()
vis.plotUpdate()
vis.printWindow("output.png", "png") # Saves with transparent background

Note: Transparent backgrounds only work with PNG output format. JPEG output will have an opaque background.

Custom Image Background

You can set a custom texture image as the background using the setBackgroundImage() command:

from pyhelios import Visualizer
with Visualizer(width=1200, height=800) as vis:
vis.setBackgroundImage("path/to/custom_background.jpg")

The image will be stretched to fill the window while maintaining the aspect ratio to avoid distortion. Both JPEG and PNG formats are supported.

Sky Texture Background

For outdoor scenes, a three-dimensional sky background can be added using the setBackgroundSkyTexture() command. This creates a dynamically scaling sky sphere that uses shader-based transformations to keep the camera always inside, eliminating the need to manually specify a radius. The sky appears infinitely distant regardless of camera position or zoom level:

from pyhelios import Visualizer
with Visualizer(width=1200, height=800) as vis:
# Use default sky texture (SkyDome_clouds.jpg)
vis.setBackgroundSkyTexture()
# Or specify a custom texture
# vis.setBackgroundSkyTexture("path/to/custom_sky.jpg")

The method automatically uses the default sky texture (plugins/visualizer/textures/SkyDome_clouds.jpg) if no texture file is specified. The sky can be toggled on/off like other background modes using setBackgroundColor(), setBackgroundTransparent(), or setBackgroundImage().

Adding Geometry

PyHelios Visualizer supports geometry visualization through two primary methods:

  1. Importing from Context - Load all geometry primitives (patches, triangles, voxels, etc.) from a Helios Context
  2. Utility Objects - Add coordinate axes and grid wireframes for reference

Note: Direct geometry addition methods (addRectangle, addTriangle, etc.) available in the native C++ Helios library are not yet exposed in PyHelios. Use Context primitives and buildContextGeometry() instead.

Importing Context Geometry

The visualizer can automatically import some or all geometry from the Context. This is accomplished using the buildContextGeometry() command. To add all primitives in the Context, the buildContextGeometry() command would be issued, which is passed the Context. We can add a subset of the Context geometry through an additional argument which takes a list of UUIDs.

Command Description
buildContextGeometry(context) Add all primitives in the Context to the Visualizer.
buildContextGeometry(context, uuids=[...]) Add a subset of primitives in the Context to the Visualizer.

The example below shows how to add all Context geometry to the visualizer.

from pyhelios import Context, Visualizer
from pyhelios.types import vec3, vec2
with Context() as context:
center = vec3(0, 0, 0)
size = vec2(1, 1)
context.addPatch(center=center, size=size)
with Visualizer(width=1200, height=800) as vis:
vis.buildContextGeometry(context)

Utility Objects

PyHelios Visualizer provides methods to add reference objects:

Method Description
addCoordinateAxes() Add XYZ coordinate axes at the origin
addCoordinateAxesCustom(origin, length, sign) Add coordinate axes at custom position with custom length
addGridWireFrame(center, size, subdivisions) Add a 3D grid wireframe for spatial reference

Example:

from pyhelios import Visualizer
from pyhelios.types import vec3
with Visualizer(width=1200, height=800) as vis:
# Add coordinate axes at origin
vis.addCoordinateAxes()
# Add custom grid
vis.addGridWireFrame(vec3(0, 0, 0), vec3(10, 10, 10), [10, 10, 10])

Point Cloud Performance Optimization

For large point clouds (tens of millions of points), the visualizer includes automatic culling optimization to maintain interactive performance. This feature is enabled by default when the number of points exceeds a configurable threshold.

Note: Point cloud culling configuration functions are available in the native C++ Helios library but are not yet exposed in PyHelios. The automatic culling optimization is still active at the C++ level.

Plotting Geometry

To this point, we have not actually plotted anything in the Visualizer window. A final command is needed to display all of the geometry added to the Visualizer in the window we have opened. There are two functions for doing this, which are detailed below.

plotInteractive()

The plotInteractive() function can be used to generate an interactive plot of the geometry in the Visualizer. This means that the code will pause to produce the plot/visualization until the window is closed by the user. The user can interact with the plot by issuing keystrokes to, e.g., zoom. An example is given below to generate an interactive plot.

from pyhelios import Context, Visualizer
from pyhelios.types import vec3, vec2
with Context() as context:
center = vec3(0, 0, 0)
size = vec2(1, 1)
context.addPatch(center=center, size=size)
with Visualizer(width=1200, height=800) as vis:
vis.buildContextGeometry(context)
vis.plotInteractive()

View Controls

In an interactive plot, the view can be modified via the mouse or keyboard. Note that for very large scenes, mouse-based controls may be laggy.

Mouse camera controls are given by:

Mouse Button Action
scroll wheel zoom in/out relative to look-at position
left mouse button (+drag) rotate camera view about look-at position
right mouse button (+drag) move look-at position

Keyboard camera controls are given by:

Key Action
up arrow increase the viewing elevation angle
down arrow decrease the viewing elevation angle
left arrow rotate camera left (clockwise)
right arrow rotate camera right (counter-clockwise)
spacebar+up arrow move the camera position upward
spacebar+down arrow move the camera position downward
+ zoom in
- zoom out

plotUpdate()

The plotUpdate() function simply updates the plot window based on current geometry, and continues on to the next lines of code. This can be useful if only a still image is to be written to file, as illustrated below.

from pyhelios import Context, Visualizer
from pyhelios.types import vec3, vec2
with Context() as context:
center = vec3(0, 0, 0)
size = vec2(1, 1)
context.addPatch(center=center, size=size)
with Visualizer(width=1200, height=800) as vis:
vis.buildContextGeometry(context)
vis.plotUpdate()
vis.printWindow("rectangle.jpg")
vis.closeWindow()

Colors and Shading

Coloring by r-g-b Code

The surfaces of primitives are most commonly colored by specifying an r-g-b/r-g-b-a color code when adding the geometry, and thus this is the default behavior.

Coloring by Texture Map

Rectangles and disks have the capability of coloring their surface according to a texture map. A texture map can be specified by providing the path to either a JPEG or PNG image file. The image will be mapped onto the surface of the primitive element.

Coloring by Pseudocolor Map

Primitives can be colored by mapping associated data values to a color table. Given some range of data values, each value is normalized by this range and used to look up an associated color in the color table. The available predefined color tables are shown below. There is also the capability of defining custom color tables.

Colormap Name Example
COLORMAP_HOT
COLORMAP_COOL
COLORMAP_RAINBOW
COLORMAP_LAVA
COLORMAP_PARULA
COLORMAP_GRAY
COLORMAP_CUSTOM N/A

To color primitives by data values, use the colorContextPrimitivesByData() method:

from pyhelios import Context, Visualizer
from pyhelios.types import vec3, vec2
with Context() as context:
# Create patches with associated data
uuid1 = context.addPatch(center=vec3(0, 0, 0), size=vec2(1, 1))
uuid2 = context.addPatch(center=vec3(2, 0, 0), size=vec2(1, 1))
# Use type-specific setPrimitiveData methods
context.setPrimitiveDataFloat(uuid1, "temperature", 25.0)
context.setPrimitiveDataFloat(uuid2, "temperature", 35.0)
with Visualizer(width=1200, height=800) as vis:
vis.buildContextGeometry(context)
vis.colorContextPrimitivesByData("temperature")
vis.plotInteractive()

Colorbar

The colorbar is the legend showing how values are mapped to the color table. The table below gives functions for customizing colorbar behavior, including for example its position, size, and visibility.

Function Description
enableColorbar() Make the colorbar visible.
disableColorbar() Make the colorbar invisible.
setColorbarPosition(position) Set the position of the colorbar. Note that position.z gives the depth of the colorbar.
setColorbarSize(size) Set the size of the colorbar.
setColorbarRange(cmin, cmax) Set the range of data values for the colorbar/colormap.
setColorbarTicks(ticks) Set locations of data tick along colorbar.
setColorbarTitle(title) Set the title text displayed above the colorbar.
setColorbarFontColor(color) Set the color of text in the colorbar.
setColorbarFontSize(font_size) Set the size of the colorbar text in points.
Automatic Tick Generation

When custom ticks are not specified using setColorbarTicks, the visualizer automatically generates tick positions and labels using Heckbert's "nice numbers" algorithm. This algorithm selects tick values that are "clean" multiples of 1, 2, or 5 times a power of 10, making the colorbar easier to read.

Adaptive Tick Count: The number of ticks is automatically determined based on the colorbar size and font size to prevent overcrowding. Smaller colorbars will have fewer ticks to maintain readability.

For example:

  • A colorbar ranging from 0 to 1 will generate ticks at 0.0, 0.2, 0.4, 0.6, 0.8, 1.0
  • A colorbar ranging from 0 to 600 (with limited space) will generate ticks at 0, 200, 400, 600
  • A colorbar ranging from 0 to 20 with integer data will generate ticks at 0, 5, 10, 15, 20

The tick label formatting automatically adapts based on the data type and range:

  • Integer data: Tick labels are formatted as integers with no decimal places (e.g., 0, 5, 10). For values ≥10,000, scientific notation is used (e.g., 1e+04)
  • Floating-point data: Tick labels show an appropriate number of decimal places based on the tick spacing (e.g., 0.0, 0.2, 0.4). Scientific notation is used for values ≥10,000 or <0.001
  • Scientific notation: Automatically used for very large (≥10,000) or very small (<0.001) values to maintain readability

The data type (integer vs. float) is automatically detected when calling colorContextPrimitivesByData().

Shading

To allow for more realistic visualizations, the Phong shading model can be enabled. The Phong shading model can be enabled with or without shadows. The shading options are detailed in the table below. The appropriate value is passed to the setLightingModel() command to enable the specified shading model.

Shading Model Value Description
No shading 0 or "none" No shading is applied. Objects are colored only according to the r-g-b(-a) color code or texture map.
Phong shading 1 or "phong" Phong shading model
Phong with shadows 2 or "phong_shadowed" Phong shading model with shadows.

If the Phong shading model is used, the position of the light source should be specified. This is accomplished through the setLightDirection() command, which takes a unit vector pointing toward the light source. The example below shows how to enable the Phong lighting model with shadows, with the light position set according to the position of the sun.

from pyhelios import Context, Visualizer
from pyhelios.types import vec3, vec2, RGBcolor
with Context() as context:
# Create geometry
context.addPatch(center=vec3(0, 0, 0), size=vec2(2, 2), color=RGBcolor(0.8, 0.2, 0.2))
with Visualizer(width=1200, height=800) as vis:
vis.buildContextGeometry(context)
# Set light direction (unit vector pointing toward light source)
light_direction = vec3(1, 1, 1)
vis.setLightingModel("phong_shadowed")
vis.setLightDirection(light_direction)
vis.plotInteractive()

View Options

The default camera position is at an elevation angle of 20 degrees and to the North, with the camera looking toward the origin. The distance of the camera from the origin is automatically adjusted to fit all primitives in view.

There are multiple ways of specifying custom camera views. One method involves specifying the (x,y,z) position of the camera, and the (x,y,z) position that the camera is looking at. This is accomplished using the command setCameraPosition(position, lookAt).

The other method involves specifying the spherical coordinates of the camera with respect to the (x,y,z) position the camera is looking at. This is accomplished using the setCameraPositionSpherical(angle, lookAt).

from pyhelios import Visualizer
from pyhelios.types import vec3, SphericalCoord
with Visualizer(width=1200, height=800) as vis:
# Method 1: Cartesian coordinates
vis.setCameraPosition(vec3(10, 10, 10), vec3(0, 0, 0))
# Method 2: Spherical coordinates
vis.setCameraPositionSpherical(SphericalCoord(15, 0.785, 1.57), vec3(0, 0, 0))

Acknowledgements

This plug-in uses all or parts of the following open-sourced software libraries:

The OpenGL Extension Wrangler Library: Copyright (C) 2008-2016, Nigel Stewart <nigels[]users sourceforge net> Copyright (C) 2002-2008, Milan Ikits <milan ikits[]ieee org> Copyright (C) 2002-2008, Marcelo E. Magallon <mmagallo[]debian org> Copyright (C) 2002, Lev Povalahev All rights reserved.

The FreeType Project: Portions of this software are copyright © 2019 The FreeType Project (www.freetype.org). All rights reserved.

GLFW: Copyright © 2002-2006 Marcus Geelnard Copyright © 2006-2019 Camilla Löwy

OpenGL Mathematics (GLM): Copyright (c) 2005 - 2014 G-Truc Creation

libjpeg: This software is copyright (C) 1991-2016, Thomas G. Lane, Guido Vollbeding. All Rights Reserved except as specified below.

libpng: Copyright (c) 1995-2019 The PNG Reference Library Authors. Copyright (c) 2018-2019 Cosmin Truta. Copyright (c) 2000-2002, 2004, 2006-2018 Glenn Randers-Pehrson. Copyright (c) 1996-1997 Andreas Dilger. Copyright (c) 1995-1996 Guy Eric Schalnat, Group 42, Inc.