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1 change: 1 addition & 0 deletions CONTRIBUTORS.md
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Expand Up @@ -104,6 +104,7 @@ Guidelines for modifications:
* Muhong Guo
* Neel Anand Jawale
* Nicola Loi
* Nitesh Subedi
* Norbert Cygiert
* Nuoyan Chen (Alvin)
* Nuralem Abizov
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122 changes: 121 additions & 1 deletion docs/source/overview/core-concepts/sensors/ray_caster.rst
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Expand Up @@ -12,7 +12,9 @@ Ray Caster

The Ray Caster sensor (and the ray caster camera) are similar to RTX based rendering in that they both involve casting rays. The difference here is that the rays cast by the Ray Caster sensor return strictly collision information along the cast, and the direction of each individual ray can be specified. They do not bounce, nor are they affected by things like materials or opacity. For each ray specified by the sensor, a line is traced along the path of the ray and the location of first collision with the specified mesh is returned. This is the method used by some of our quadruped examples to measure the local height field.

To keep the sensor performant when there are many cloned environments, the line tracing is done directly in `Warp <https://nvidia.github.io/warp/>`_. This is the reason why specific meshes need to be identified to cast against: that mesh data is loaded onto the device by warp when the sensor is initialized. As a consequence, the current iteration of this sensor only works for literally static meshes (meshes that *are not changed from the defaults specified in their USD file*). This constraint will be removed in future releases.
To keep the sensor performant when there are many cloned environments, the line tracing is done directly in `Warp <https://nvidia.github.io/warp/>`_. This is the reason why specific meshes need to be identified to cast against: that mesh data is loaded onto the device by warp when the sensor is initialized.

The sensor supports both **static meshes** (fixed geometry) and **dynamic meshes** (moving objects). Static meshes are loaded once at initialization, while dynamic meshes have their transforms updated before each raycast operation. This enables raycasting against moving obstacles, dynamic platforms, or other robots in multi-agent scenarios.

Using a ray caster sensor requires a **pattern** and a parent xform to be attached to. The pattern defines how the rays are cast, while the prim properties defines the orientation and position of the sensor (additional offsets can be specified for more exact placement). Isaac Lab supports a number of ray casting pattern configurations, including a generic LIDAR and grid pattern.

Expand Down Expand Up @@ -75,3 +77,121 @@ You can use this script to experiment with pattern configurations and build an i
.. literalinclude:: ../../../../../scripts/demos/sensors/raycaster_sensor.py
:language: python
:linenos:

Dynamic Meshes
--------------

The Ray Caster sensor supports raycasting against dynamic (moving) meshes in addition to static meshes. This is useful for:

* Detecting moving obstacles
* Multi-agent collision avoidance
* Dynamic platform navigation
* Reactive behavior in changing environments

To use dynamic meshes, specify which mesh paths are dynamic using the ``dynamic_mesh_prim_paths`` parameter:

.. code-block:: python

from isaaclab.sensors.ray_caster import RayCasterCfg, patterns

ray_caster_cfg = RayCasterCfg(
prim_path="/World/envs/env_.*/Robot/lidar",
mesh_prim_paths=[
"/World/envs/env_.*/ground_plane", # Static mesh
"/World/envs/env_.*/obstacle", # Dynamic mesh
],
dynamic_mesh_prim_paths=[
"/World/envs/env_.*/obstacle", # Mark obstacle as dynamic
],
pattern_cfg=patterns.LidarPatternCfg(
channels=16,
vertical_fov_range=(-15.0, 15.0),
horizontal_fov_range=(0.0, 360.0),
horizontal_res=1.0,
),
debug_vis=False,
)

.. note::
**Environment Origins Required**: The raycaster requires environment origins to correctly transform mesh coordinates from world space to environment-local space. You must call ``raycaster.set_env_origins(env_origins)`` after creating the sensor, typically in your environment's ``__init__`` method. This is required for both static and dynamic meshes.


Dynamic Mesh Performance
^^^^^^^^^^^^^^^^^^^^^^^^

Dynamic meshes have a small computational overhead for updating their transforms. The sensor uses PhysX RigidBodyView for fast batched transform queries when possible:

* **Static meshes only**: ~0.2-0.5 ms raycast time
* **With dynamic meshes (PhysX views)**: +0.5-2 ms overhead (5-10x faster than USD queries)
* **With dynamic meshes (USD fallback)**: +5-15 ms overhead (used when meshes lack RigidBodyAPI)

To optimize performance with many dynamic meshes:

1. **Ensure dynamic meshes have** ``UsdPhysics.RigidBodyAPI`` **applied** (enables fast PhysX views)
2. **Use the** ``dynamic_mesh_update_decimation`` **parameter to update less frequently:**

.. code-block:: python

ray_caster_cfg = RayCasterCfg(
# ... other parameters
dynamic_mesh_update_decimation=2, # Update every 2 frames (50% faster)
)

3. **Simplify mesh geometry** for raycasting (fewer vertices = faster updates)

Profiling Dynamic Mesh Performance
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

To measure the performance impact of dynamic meshes, enable built-in profiling:

.. code-block:: python

# Enable profiling on the sensor
raycaster = scene["lidar"]
raycaster.enable_profiling = True

# Run simulation...
for _ in range(500):
env.step(action)

# Print statistics
raycaster.print_profile_stats()

This will output detailed timing statistics:

.. code-block:: text

============================================================
RayCaster Performance Statistics
============================================================
Number of dynamic meshes: 35
Total meshes: 35
------------------------------------------------------------

Dynamic Mesh Update:
Mean: 1.2345 ms
Std: 0.1234 ms
Min: 1.0123 ms
Max: 1.5678 ms
Count: 500

Raycast:
Mean: 0.2345 ms
Std: 0.0234 ms
Min: 0.2123 ms
Max: 0.3456 ms
Count: 500

Total Update:
Mean: 2.3456 ms
Std: 0.2345 ms
Min: 2.1234 ms
Max: 3.4567 ms
Count: 500

------------------------------------------------------------
Time Breakdown:
Dynamic Mesh Updates: 52.6%
Raycasting: 10.0%
Other: 37.4%
============================================================
2 changes: 1 addition & 1 deletion source/isaaclab/config/extension.toml
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@@ -1,7 +1,7 @@
[package]

# Note: Semantic Versioning is used: https://semver.org/
version = "0.47.1"
version = "0.47.2"

# Description
title = "Isaac Lab framework for Robot Learning"
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11 changes: 11 additions & 0 deletions source/isaaclab/docs/CHANGELOG.rst
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@@ -1,6 +1,17 @@
Changelog
---------

0.46.4 (2025-10-22)
~~~~~~~~~~~~~~~~~~~

Added
^^^^^

* Added support for dynamic meshes in :class:`~isaaclab.sensors.RayCaster` sensor. Dynamic meshes can now be specified via ``dynamic_mesh_prim_paths`` parameter and will have their transforms updated before each raycast operation.
* Added PhysX RigidBodyView optimization for dynamic mesh transform queries in :class:`~isaaclab.sensors.RayCaster`, providing 5-10x performance improvement over USD queries.
* Added ``dynamic_mesh_update_decimation`` parameter to :class:`~isaaclab.sensors.RayCasterCfg` for controlling update frequency of dynamic meshes to trade accuracy for performance.
* Added built-in profiling support to :class:`~isaaclab.sensors.RayCaster` with ``enable_profiling`` flag, ``get_profile_stats()``, and ``print_profile_stats()`` methods for performance analysis.

0.47.1 (2025-10-17)
~~~~~~~~~~~~~~~~~~~

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