Renderers#

Renderers produce camera-sensor buffers for policy observations and synthetic-data workflows. They are distinct from visualizers, which provide human-facing, interactive views for inspection, debugging, and recording. Isaac Lab uses a pluggable renderer architecture. All implementations follow the interface defined by BaseRenderer.

Isaac Lab supports three rendering backends. The table below summarizes their runtime requirements and primary use cases. See Renderer details for their execution models, output coverage, and limitations, and Renderer support for the output-by-backend support matrix.

Choosing a renderer backend#

Backend

Requires Isaac Sim?

Best For

Isaac RTX

Yes

Full sensor fidelity, RTX photorealism, PhysX backend

OVRTX

No (kit-less; needs isaaclab_ov + ovrtx)

RTX-quality rendering without requiring Isaac Sim

Newton Warp

No (kit-less)

Newton backend, fast training

Renderer outputs at a glance#

The galleries below use the same authored scene, camera, lights, materials, and initial conditions. Six spheres exercise mirror-like, transparent, semi-transparent, matte, glossy, and emissive materials. The RGB output is animated to show the spheres falling onto the table; the remaining outputs are still frames from the same run. Stills use the sixth rendered frame so temporal outputs, such as motion vectors, show useful motion while the spheres remain near their initial poses.

Treat the images as a qualitative comparison of feature coverage and image character, not a performance benchmark. The kit-less renderers use Newton physics while Isaac RTX uses PhysX, so the exact sphere poses can differ. Display-only color maps make scalar, vector, and label outputs readable here; camera sensors still return their documented raw tensors. Closely related aliases and distance or ID variants are omitted because they do not add a visually distinct mode.

Six material spheres falling onto a table in Newton Warp RGB output.

RGB animation#

Newton Warp albedo output for six material spheres.

Albedo#

Color-mapped Newton Warp depth output for six material spheres.

Depth. Turbo colors progress from near (purple) to far (red).#

Newton Warp surface-normal output for six material spheres.

Normals#

Color-mapped Newton Warp semantic-segmentation output for six material spheres.

Semantic segmentation#

Color-mapped Newton Warp instance-segmentation output for six material spheres.

Instance segmentation#

Six material spheres falling onto a table in OVRTX RGB output.

RGB animation#

OVRTX albedo output for six material spheres.

Albedo#

Color-mapped OVRTX depth output for six material spheres.

Depth. Turbo colors progress from near (purple) to far (red).#

OVRTX surface-normal output for six material spheres.

Normals#

Color-mapped OVRTX semantic-segmentation output for six material spheres.

Semantic segmentation#

Color-mapped OVRTX instance-segmentation output for six material spheres.

Instance segmentation#

Color-mapped OVRTX motion-vector output for six falling material spheres.

Motion vectors. Color encodes direction and relative magnitude; arrows show sampled image-space motion.#

OVRTX constant-diffuse simple-shading output for six material spheres.

Constant diffuse shading#

OVRTX diffuse-MDL simple-shading output for six material spheres.

Diffuse MDL shading#

OVRTX full-MDL simple-shading output for six material spheres.

Full MDL shading#

Six material spheres falling onto a table in Isaac RTX RGB output.

RGB animation#

Isaac RTX albedo output for six material spheres.

Albedo#

Color-mapped Isaac RTX depth output for six material spheres.

Depth. Turbo colors progress from near (purple) to far (red).#

Isaac RTX surface-normal output for six material spheres.

Normals#

Color-mapped Isaac RTX semantic-segmentation output for six material spheres.

Semantic segmentation#

Color-mapped Isaac RTX instance-segmentation output for six material spheres.

Instance segmentation#

Color-mapped Isaac RTX motion-vector output for six falling material spheres.

Motion vectors. Color encodes direction and relative magnitude; arrows show sampled image-space motion.#

Isaac RTX constant-diffuse simple-shading output for six material spheres.

Constant diffuse shading#

Isaac RTX diffuse-MDL simple-shading output for six material spheres.

Diffuse MDL shading#

Isaac RTX full-MDL simple-shading output for six material spheres.

Full MDL shading#

Renderer details#

Open a renderer below for its execution model, output coverage, limitations, and typical use case. The gallery above remains a visual comparison; the camera support matrix is the authoritative output-by-backend reference.

Newton Warp renderer
  • Runtime and physics: A lightweight, kit-less rasterizer built on NVIDIA Warp and paired with Newton physics.

  • Output coverage: Produces RGB, albedo, depth, normals, semantic segmentation, and instance segmentation. It does not produce motion vectors or RTX material transport. Its focused raster pipeline exposes fewer ground-truth outputs than the RTX renderers, which integrate broader RTX and annotator capabilities.

  • Best for: Training workflows where throughput matters more than full RTX fidelity.

OVRTX renderer
  • Runtime and physics: Provides kit-less RTX rendering through the isaaclab_ov extension and pairs with Newton physics.

  • Output coverage: Provides RTX Minimal and photo-real rendering with geometry, motion, and label outputs.

  • Best for: RTX image quality without running Isaac Sim.

Isaac RTX renderer
  • Runtime and physics: Runs NVIDIA’s Omniverse RTX rendering pipeline inside Isaac Sim and pairs with PhysX.

  • Output coverage: Provides RTX Minimal and photo-real rendering, plus the broadest camera-output coverage.

  • Best for: Full RTX fidelity and workflows that already depend on Isaac Sim or Kit.

Choosing a rendering capability#

The overview above shows the complete range of visually distinct outputs in one place. The sections below regroup those outputs by purpose: simplified rendering for throughput-oriented training, photo-real rendering for full RTX image quality, and advanced outputs for geometry, motion, and labels. The detailed captions and commands use the suffixless Isaac-Cartpole-Camera task so each shown mode can be tried without editing Python.

Simplified rendering#

Simplified rendering prioritizes throughput and predictable image formation over full light transport. Newton Warp provides a lightweight rasterized RGB path. OVRTX and Isaac RTX provide RTX Minimal mode, which disables indirect lighting and offers three levels of material evaluation:

  • Constant diffuse uses one constant surface color.

  • Diffuse MDL is Isaac Lab’s stable name for textured diffuse shading.

  • Full MDL is Isaac Lab’s stable name for diffuse, glossy, and emissive material evaluation.

RTX Minimal uses the first distant light in the scene and hard shadows. See the upstream OVRTX Minimal mode and RTX Minimal renderer documentation for the renderer-level settings and limitations.

Newton Warp RGB output with directional-light shadows disabled.

Without shadows (default)#

Newton Warp RGB output with directional-light shadows enabled.

With shadows#

Newton Warp is the kit-less choice when a lightweight RGB observation is sufficient.

uv run isaaclab train --rl_library rsl_rl \
   --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=newton_renderer presets=rgb

Enable directional-light shadows explicitly:

uv run isaaclab train --rl_library rsl_rl \
   --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=newton_renderer presets=rgb \
   env.scene.tiled_camera.renderer_cfg.enable_shadows=true
OVRTX constant-diffuse RTX Minimal output.

Constant diffuse — presets=simple_shading_constant_diffuse#

OVRTX textured-diffuse RTX Minimal output.

Diffuse MDL — presets=simple_shading_diffuse_mdl#

OVRTX full-material RTX Minimal output.

Full MDL — presets=simple_shading_full_mdl#

Constant diffuse

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=ovrtx presets=simple_shading_constant_diffuse

Textured diffuse

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=ovrtx presets=simple_shading_diffuse_mdl

Diffuse, glossy, and emissive material evaluation

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=ovrtx presets=simple_shading_full_mdl
Isaac RTX constant-diffuse RTX Minimal output.

Constant diffuse — presets=simple_shading_constant_diffuse#

Isaac RTX textured-diffuse RTX Minimal output.

Diffuse MDL — presets=simple_shading_diffuse_mdl#

Isaac RTX full-material RTX Minimal output.

Full MDL — presets=simple_shading_full_mdl#

Constant diffuse

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=isaacsim_physx renderer=isaacsim_rtx presets=simple_shading_constant_diffuse

Textured diffuse

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=isaacsim_physx renderer=isaacsim_rtx presets=simple_shading_diffuse_mdl

Diffuse, glossy, and emissive material evaluation

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=isaacsim_physx renderer=isaacsim_rtx presets=simple_shading_full_mdl

Photo-real rendering#

Here, photo-real rendering means the regular RGB path from the full RTX Real-Time Path-Tracing mode; it is a capability grouping, not an Isaac Lab preset name. Choose it when material appearance, reflections, transparency, lighting, or the accompanying RTX AOVs matter more than the lowest possible render latency. OVRTX provides this path without Kit, while Isaac RTX provides it inside Isaac Sim. See the upstream OVRTX render modes and Isaac Sim rendering modes.

Six material spheres falling onto a table in OVRTX RGB output.

OVRTX photo-real RGB — renderer=ovrtx presets=rgb#

The same renderer also produces the albedo, depth, normals, segmentation, and motion-vector outputs shown in the overview gallery.

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=newton_mjwarp renderer=ovrtx presets=rgb
Six material spheres falling onto a table in Isaac RTX RGB output.

Isaac RTX photo-real RGB — renderer=isaacsim_rtx presets=rgb#

The same renderer also produces the albedo, depth, normals, segmentation, and motion-vector outputs shown in the overview gallery.

uv run isaaclab train --rl_library rsl_rl --task Isaac-Cartpole-Camera \
   physics=isaacsim_physx renderer=isaacsim_rtx presets=rgb

Advanced rendering outputs#

Beyond RGB, renderer-produced buffers expose material, geometry, motion, and labeling information:

  • Albedo isolates the material base color from lighting.

  • Depth measures optical-axis distance for geometric perception and reconstruction.

  • Normals encode local surface orientation.

  • Semantic segmentation groups pixels by class, while instance segmentation separates individual objects.

  • Motion vectors encode image-space motion per pixel and require prior-frame history.

Request one or more buffers through data_types. See Configure a camera for a configuration example and Output types for the available names, tensor shapes, data types, and meanings. Environment-level presets=... selectors are task-defined convenience shortcuts, not an exhaustive list of camera outputs.

Output availability differs by backend. Check the camera renderer support matrix before choosing a renderer; for example, OVRTX and Isaac RTX produce motion vectors, while Newton Warp does not. The renderer visual comparison above shows these outputs on the same scene.

Note

Visualization markers are debug overlays provided by visualizers, not camera outputs. Their support is independent of the camera renderer: the Kit, Newton GL, Rerun, and Viser visualizers support markers, while the experimental Newton RTX visualizer does not. See Visualization for the visualizer support matrix.

Note

Temporal information for camera-based RL. Unlike RTX modes with temporal anti-aliasing (DLSS, DLAA, TAA), the Newton Warp renderer does not inject prior-frame information into the current image. Camera-control tasks that depend on velocity-like visual cues should add explicit temporal observations (e.g. task-local frame stacking) rather than relying on renderer-specific artifacts.

Per-environment Isaac RTX scene partitioning#

The Isaac RTX renderer enables per-environment scene partitioning by default. It assigns matching scene-partition tokens to each /World/envs/env_<index> hierarchy and its camera so tiled views render only that environment’s geometry.

Configure the behavior through IsaacRtxRendererCfg:

from isaaclab_physx.renderers import IsaacRtxRendererCfg

renderer_cfg = IsaacRtxRendererCfg(enable_scene_partitioning=False)

Scene partitioning and the all-environment spectator view are separate controls. AppLauncher enables spectator support before RTX startup only when the Kit viewport is enabled or Kit visualization, recording, livestreaming, or XR is requested. Regular headless training and camera-sensor runs keep it disabled so tiled cameras are not exposed to the spectator mode’s world-space layout constraints.

global_settings.show_all_partitions_by_default maps to that same process-global RTX setting; it is not a separate feature. Its default value of None preserves the launch-time choice made by AppLauncher. An explicit value overrides that setting when the Isaac RTX renderer is constructed. When enabled, environments must remain spatially separated because overlapping partition bounds can make content leak into another environment or disappear. When disabled, the Kit viewport displays only the selected environment.

This setting does not affect OVRTX, which always partitions multi-environment scenes.

Prims outside the environment hierarchies remain in the shared background partition. Environment-owned PointInstancer markers can carry one matching scene-partition token per instance; markers without that ownership information remain shared.

Warning

Kit RTX sizes each partition from the bounding boxes of the prims it contains and never refreshes the bounding box of an animated UsdGeom.BasisCurves prim, so cables can be culled once they deform beyond their initial extent. See Animated curves disappear under Isaac RTX scene partitioning for the workaround.

Warning

The Isaac RTX and OVRTX renderers cap the number of scene partitions at 15625. Requesting more than 15625 environments with scene partitioning enabled discards the additional partitions, and rtx.scenedb.plugin logs SceneDbContext : Maximum number of scene partitions (15625) reached. Additional scene partitions will be discarded. Environments beyond that count then share a partition with another environment, so their tiled camera views can show another environment’s geometry. See Scene partitioning is capped at 15625 partitions for details.

Architecture Overview#

The renderer system consists of:

  1. BaseRenderer — Abstract base class defining the rendering lifecycle and interface

  2. RendererCfg — Base configuration; each backend extends it with backend-specific options and declares its implementation in class_type

  3. Concrete implementations — Backend-specific renderers in extension packages

  4. RenderContext — A management class for instantiating and accessing renderer instances using a RendererCfg. After instantiation, a config can then be used to acquire the instance of the renderer as needed.

import isaaclab.sim as sim_utils
from isaaclab.renderers import BaseRenderer
from isaaclab_newton.renderers import NewtonWarpRendererCfg

# Create a Newton Warp renderer (no Isaac Sim required)
sim_ctx = sim_utils.SimulationContext.instance()
# RenderContext.get_renderer constructs cfg.class_type(cfg)
# or return an existing renderer with a matching config
renderer: BaseRenderer = sim_ctx.render_context.get_renderer(NewtonWarpRendererCfg())
assert isinstance(renderer, BaseRenderer)

For the RTX renderer (requires Isaac Sim):

import isaaclab.sim as sim_utils
from isaaclab.renderers import BaseRenderer
from isaaclab_physx.renderers import IsaacRtxRendererCfg

# Create an RTX renderer
sim_ctx = sim_utils.SimulationContext.instance()
# RenderContext.get_renderer constructs cfg.class_type(cfg)
# or return an existing renderer with a matching config
renderer: BaseRenderer = sim_ctx.render_context.get_renderer(IsaacRtxRendererCfg())

For RTX renderer settings, see Configuring RTX Rendering Settings.

Core concepts#

  • Use the RenderContext: Always acquire renderers via the RenderContext with a renderer-specific config class (e.g. sim_ctx.render_context.get_renderer(IsaacRtxRendererCfg())). Do not import or instantiate concrete backend classes (e.g. IsaacRtxRenderer, OVRTXRenderer) directly—their names and package locations are implementation details and may change without notice.

  • Lightweight config imports: Importing a renderer configuration class does not pull in backend-specific dependencies. class_type is resolved lazily when the renderer is constructed, and construction may fail if the backend is not installed.

    import isaaclab.sim as sim_utils
    from isaaclab.renderers import BaseRenderer
    # Lightweight: does not import OVRTX backend dependencies
    from isaaclab_ov.renderers import OVRTXRendererCfg
    
    # Lazily loads ovrtx when instantiated; may fail if isaaclab_ov / ovrtx is not installed
    sim_ctx = sim_utils.SimulationContext.instance()
    renderer: BaseRenderer = sim_ctx.render_context.get_renderer(OVRTXRendererCfg())
    

Installing the OVRTX renderer#

The OVRTX renderer is provided by the isaaclab_ov extension. The extension’s source package ships with the core install, but the renderer’s ovrtx runtime wheel (the ovrtx package, published on public PyPI) is not installed by default. You must request it explicitly — OVRTX does not require Isaac Sim.

Install via the Isaac Lab CLI using the ov[ovrtx] token:

# Install the ovrtx runtime wheel on top of an existing install
./isaaclab.sh -i ov[ovrtx]

Note

The bare ov token does not install any runtime wheel (the source packages are already part of the core install). Use ov[ovrtx] (or ov[all]) to pull in the ovrtx dependency.

Or install the public ovrtx package directly from PyPI:

pip install "ovrtx==0.4.1.364340"
  • Opaque render data: The render data object returned by create_render_data() is passed to subsequent renderer methods. It should be completely opaque to the caller: inspecting or modifying it via get/set attributes is an anti-pattern and breaks the API contract.

Note

The BaseRenderer class is under active development and may change without notice.

See Also#