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Habitat Sim

Habitat-Sim is a high-performance 3D simulator for embodied AI research. It supports configurable agents, multiple sensors, and generic 3D datasets. Habitat-Sim can achieve thousands of frames per second when rendering scenes. Habitat-Lab builds on Habitat-Sim to support end-to-end experiments in embodied AI, including defining tasks, training agents, and benchmarking performance. The documentation provides details on Habitat-Sim's architecture, performance benchmarks, installation instructions, and examples of using the software.

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0% found this document useful (0 votes)
338 views8 pages

Habitat Sim

Habitat-Sim is a high-performance 3D simulator for embodied AI research. It supports configurable agents, multiple sensors, and generic 3D datasets. Habitat-Sim can achieve thousands of frames per second when rendering scenes. Habitat-Lab builds on Habitat-Sim to support end-to-end experiments in embodied AI, including defining tasks, training agents, and benchmarking performance. The documentation provides details on Habitat-Sim's architecture, performance benchmarks, installation instructions, and examples of using the software.

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© © All Rights Reserved
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Habitat-Sim

A flexible, high-performance 3D simulator with configurable agents, multiple


sensors, and generic 3D dataset handling (with built-in support for MatterPort3D,
Gibson, Replica, and other datasets). When rendering a scene from the Matterport3D
dataset, Habitat-Sim achieves several thousand frames per second (FPS) running
single-threaded, and reaches over 10,000 FPS multi-process on a single GPU!

Habitat-Lab uses Habitat-Sim as the core simulator and is a modular high-level


library for end-to-end experiments in embodied AI -- defining embodied AI tasks
(e.g. navigation, instruction following, question answering), training agents (via
imitation or reinforcement learning, or no learning at all as in classical SLAM),
and benchmarking their performance on the defined tasks using standard metrics.

Habitat Demo

Table of contents

Motivation
Citing Habitat
Details
Performance
Installation
Common build issues
Testing
Common testing issues
Documentation
Rendering to GPU Tensors
WebGL
Datasets
Examples
Acknowledgments
External Contributions
License
References

Motivation

AI Habitat enables training of embodied AI agents (virtual robots) in a highly


photorealistic & efficient 3D simulator, before transferring the learned skills to
reality. This empowers a paradigm shift from 'internet AI' based on static datasets
(e.g. ImageNet, COCO, VQA) to embodied AI where agents act within realistic
environments, bringing to the fore active perception, long-term planning, learning
from interaction, and holding a dialog grounded in an environment.
Citing Habitat

If you use the Habitat platform in your research, please cite the following paper:

@inproceedings{habitat19iccv,
title = {Habitat: {A} {P}latform for {E}mbodied {AI} {R}esearch},
author = {Manolis Savva and Abhishek Kadian and Oleksandr Maksymets and
Yili Zhao and Erik Wijmans and Bhavana Jain and Julian Straub and Jia Liu and
Vladlen Koltun and Jitendra Malik and Devi Parikh and Dhruv Batra},
booktitle = {Proceedings of the IEEE/CVF International Conference on Computer
Vision (ICCV)},
year = {2019}
}
Habitat-Sim also builds on work contributed by others. If you use contributed
methods/models, please cite their works. See the External Contributions section for
a list of what was externally contributed and the corresponding work/citation.
Details

The Habitat-Sim backend module is implemented in C++ and leverages the magnum
graphics middleware library to support cross-platform deployment on a broad variety
of hardware configurations. The architecture of the main abstraction classes is
shown below. The design of this module ensures a few key properties:

Memory-efficient management of 3D environment resources (triangle mesh


geometry, textures, shaders) ensuring shared resources are cached and re-used
Flexible, structured representation of 3D environments using SceneGraphs,
allowing for programmatic manipulation of object state, and combination of objects
from different environments
High-efficiency rendering engine with multi-attachment render passes for
reduced overhead when multiple sensors are active
Arbitrary numbers of Agents and corresponding Sensors that can be linked to a
3D environment by attachment to a SceneGraph.

Architecture of Habitat-Sim main classes

The Simulator delegates management of all resources related to 3D environments to a


ResourceManager that is responsible for loading and caching 3D environment data
from a variety of on-disk formats. These resources are used within SceneGraphs at
the level of individual SceneNodes that represent distinct objects or regions in a
particular Scene. Agents and their Sensors are instantiated by being attached to
SceneNodes in a particular SceneGraph.

Example rendered sensor observations

Performance

The table below reports performance statistics for a test scene from the
Matterport3D dataset (id 17DRP5sb8fy) on a Xeon E5-2690 v4 CPU and Nvidia Titan Xp.
Single-thread performance reaches several thousand frames per second, while multi-
process operation with several independent simulation backends can reach more than
10,000 frames per second on a single GPU!
1 proc 3 procs 5 procs
Sensors / Resolution 128 256 512 128 256 512 128 256 512
RGB 4093 1987 848 10638 3428 2068 10592 3574 2629
RGB + depth 2050 1042 423 5024 1715 1042 5223 1774 1348
RGB + depth + semantics* 709 596 394 1312 1219 979 1521 1429 1291

Previous simulation platforms that have operated on similar datasets typically


produce on the order of a couple hundred frames per second. For example Gibson
reports up to about 150 fps with 8 processes, and MINOS reports up to about 167 fps
with 4 threads.

*Note: The semantic sensor in MP3D houses currently requires the use of additional
house 3D meshes with orders of magnitude more geometric complexity leading to
reduced performance. We expect this to be addressed in future versions leading to
speeds comparable to RGB + depth; stay tuned.

To run the above benchmarks on your machine, see instructions in the examples
section.
Installation
Docker Image
We provide a pre-built docker container for habitat-lab and habitat-sim, refer to
habitat-docker-setup.
From Source

We highly recommend installing a miniconda or Anaconda environment (note:


python>=3.6 is required). Once you have Anaconda installed, here are the
instructions.

Clone this github repository.

# Checkout the latest stable release


git clone --branch stable https://github.com/facebookresearch/habitat-sim.git
cd habitat-sim

List of stable releases is available here. Master branch contains 'bleeding


edge' code and under active development.

Install Dependencies

Common

# We require python>=3.6 and cmake>=3.10


conda create -n habitat python=3.6 cmake=3.14.0
conda activate habitat
pip install -r requirements.txt

Linux (Tested with Ubuntu 18.04 with gcc 7.4.0)

sudo apt-get update || true


# These are fairly ubiquitous packages and your system likely has them already,
# but if not, let's get the essentials for EGL support:
sudo apt-get install -y --no-install-recommends \
libjpeg-dev libglm-dev libgl1-mesa-glx libegl1-mesa-dev mesa-utils xorg-
dev freeglut3-dev

See this configuration for a full list of dependencies that our CI installs on
a clean Ubuntu VM. If you run into build errors later, this is a good place to
check if all dependencies are installed.

Build Habitat-Sim

Default build (for machines with a display attached)

# Assuming we're still within habitat conda environment


python setup.py install

For headless systems (i.e. without an attached display, e.g. in a cluster) and
multiple GPU systems

python setup.py install --headless

For systems with CUDA (to build CUDA features)

python setup.py install --with-cuda

(Under development) With physics simulation via Bullet Physics SDK: First,
install Bullet Physics using your system's package manager.

Mac
brew install bullet

Linux

sudo apt-get install libbullet-dev

Next, enable bullet physics build via:

python setup.py install --bullet # build habitat with bullet physics

Note1: Build flags stack, e.g. to build in headless mode, with CUDA, and
bullet, one would use --headless --with-cuda --bullet.

Note2: some Linux distributions might require an additional --user flag to deal
with permission issues.

Note3: for active development in Habitat, you might find ./build.sh instead of
python setup.py install more useful.

[Only if using build.sh] For use with Habitat Lab and your own python code, add
habitat-sim to your PYTHONPATH. For example modify your .bashrc (or .bash_profile
in Mac OS X) file by adding the line:

export PYTHONPATH=$PYTHONPATH:/path/to/habitat-sim/

Common build issues

If your machine has a custom installation location for the nvidia OpenGL and
EGL drivers, you may need to manually provide the EGL_LIBRARY path to cmake as
follows. Add -DEGL_LIBRARY=/usr/lib/x86_64-linux-gnu/nvidia-opengl/libEGL.so to the
build.sh command line invoking cmake. When running any executable adjust the
environment as follows: LD_LIBRARY_PATH=/usr/lib/x86_64-linux-gnu/nvidia-opengl:$
{LD_LIBRARY_PATH} examples/example.py.

By default, the build process uses all cores available on the system to
parallelize. On some virtual machines, this might result in running out of memory.
You can serialize the build process via:

python setup.py build_ext --parallel 1 install

Build is tested on Tested with Ubuntu 18.04 with gcc 7.4.0 and MacOS 10.13.6
with Xcode 10 and clang-1000.10.25.5. If you experience compilation issues, please
open an issue with the details of your OS and compiler versions.

We also have a dev slack channel, please follow this link to get added to the
channel.

Testing

Download the test scenes from this link and extract locally.

Interactive testing: Use the interactive viewer included with Habitat-Sim

./build/viewer /path/to/data/scene_datasets/habitat-test-scenes/skokloster-
castle.glb

You should be able to control an agent in this test scene. Use W/A/S/D keys to
move forward/left/backward/right and arrow keys to control gaze direction (look
up/down/left/right). Try to find the picture of a woman surrounded by a wreath.
Have fun!

Physical interactions: If you would like to try out habitat with dynamical
objects, first download our pre-processed object data-set from this link and
extract as habitat-sim/data/objects/.

To run an interactive C++ example GUI application with physics enabled run

./build/viewer --enable-physics /path/to/data/scene_datasets/habitat-test-


scenes/van-gogh-room.glb

Use W/A/S/D keys to move forward/left/backward/right and arrow keys to control


gaze direction (look up/down/left/right). Press 'o' key to add a random object,
press 'p/f/t' to apply impulse/force/torque to the last added object or press 'u'
to remove it. Press 'k' to kinematically nudge the last added object in a random
direction. Press 'v' key to invert gravity.

Non-interactive testing: Run the example script:

python examples/example.py --scene /path/to/data/scene_datasets/habitat-test-


scenes/skokloster-castle.glb

The agent will traverse a particular path and you should see the performance
stats at the very end, something like this: 640 x 480, total time: 3.208 sec. FPS:
311.7. Note that the test scenes do not provide semantic meshes. If you would like
to test the semantic sensors via example.py, please use the data from the
Matterport3D dataset (see Datasets). We have also provided an example demo for
reference.

To run a physics example in python (after building with "Physics simulation via
Bullet"):

python examples/example.py --scene /path/to/data/scene_datasets/habitat-test-


scenes/skokloster-castle.glb --enable_physics

Note that in this mode the agent will be frozen and oriented toward the spawned
physical objects. Additionally, --save_png can be used to output agent visual
observation frames of the physical scene to the current directory.

Common testing issues

If you are running on a remote machine and experience display errors when
initializing the simulator, e.g.

X11: The DISPLAY environment variable is missing


Could not initialize GLFW

ensure you do not have DISPLAY defined in your environment (run unset DISPLAY
to undefine the variable)

If you see libGL errors like:

X11: The DISPLAY environment variable is missing


Could not initialize GLFW

chances are your libGL is located at a non-standard location. See e.g. this
issue.
Documentation

Browse the online Habitat-Sim documentation.

To get you started, see the Lighting Setup tutorial for adding new objects to
existing scenes and relighting the scene & objects. The Image Extractor tutorial
shows how to get images from scenes loaded in Habitat-Sim.
Rendering to GPU Tensors

We support transfering rendering results directly to a PyTorch tensor via CUDA-GL


Interop. This feature is built by when Habitat-Sim is compiled with CUDA, i.e.
built with --with-cuda. To enable it, set the gpu2gpu_transfer flag of the sensor
specification(s) to True

This is implemented in a way that is reasonably agnostic to the exact GPU-Tensor


library being used, but we currently have only implemented support for PyTorch.
WebGL

Download the test scenes and extract locally to habitat-sim creating habitat-
sim/data.
Download and install emscripten (version 1.38.42 is verified to work)
Set EMSCRIPTEN in your environment

export EMSCRIPTEN=/pathto/emsdk/fastcomp/emscripten

Build using ./build_js.sh


Run webserver

python -m http.server 8000 --bind 127.0.0.1

Open http://127.0.0.1:8000/build_js/esp/bindings_js/bindings.html

Datasets

The full Matterport3D (MP3D) dataset for use with Habitat can be downloaded
using the official Matterport3D download script as follows: python download_mp.py
--task habitat -o path/to/download/. You only need the habitat zip archive and not
the entire Matterport3D dataset. Note that this download script requires python 2.7
to run.
The Gibson dataset for use with Habitat can be downloaded by agreeing to the
terms of use in the Gibson repository.
Semantic information for Gibson is available from the 3DSceneGraph dataset. The
semantic data will need to be converted before it can be used within Habitat:

tools/gen_gibson_semantics.sh /path/to/3DSceneGraph_medium/automated_graph
/path/to/GibsonDataset /path/to/output

To use semantics, you will need to enable the semantic sensor.

Examples

Load a specific MP3D or Gibson house: examples/example.py --scene


path/to/mp3d/house_id.glb.

Additional arguments to example.py are provided to change the sensor configuration,


print statistics of the semantic annotations in a scene, compute action-space
shortest path trajectories, and set other useful functionality. Refer to the
example.py and demo_runner.py source files for an overview.
To reproduce the benchmark table from above run examples/benchmark.py --scene
/path/to/mp3d/17DRP5sb8fy/17DRP5sb8fy.glb.
Code style

We use clang-format-8 for linting and code style enforcement of c++ code. Code
style follows the Google C++ guidelines. Install clang-format-8 through brew
install clang-format on macOS. For other systems, clang-format-8 can be installed
via conda install clangdev -c conda-forge or by downloading binaries or sources
from releases.llvm.org/download. For vim integration add to your .vimrc file map
<C-K> :%!clang-format<cr> and use Ctrl+K to format entire file. Integration plugin
for vscode.

We use black and isort for linting and code style of python code. Install black and
isort through pip install -U black isort. They can then be ran via black . and
isort.

We use eslint with prettier plugin for linting, formatting and code style of JS
code. Install these dependencies through npm install. Then, for fixing
linting/formatting errors run npm run lint-fix. Make sure you have a node version >
8 for this.

We also offer pre-commit hooks to help with automatically formatting code. Install
the pre-commit hooks with pip install pre-commit && pre-commit install.
Development Tips

Install ninja (sudo apt install ninja-build on Linux, or brew install ninja on
macOS) for significantly faster incremental builds
Install ccache (sudo apt install ccache on Linux, or brew install ccache on
macOS) for significantly faster clean re-builds and builds with slightly different
settings
You can skip reinstalling magnum every time by adding the argument of --skip-
install-magnum to either build.sh or setup.py. Note that you will still need to
install magnum bindings once.
Arguments to build.sh and setup.py can be cached between subsequent invocations
with the flag --cache-args on the first invocation.

Acknowledgments

The Habitat project would not have been possible without the support and
contributions of many individuals. We would like to thank Xinlei Chen, Georgia
Gkioxari, Daniel Gordon, Leonidas Guibas, Saurabh Gupta, Or Litany, Marcus
Rohrbach, Amanpreet Singh, Devendra Singh Chaplot, Yuandong Tian, and Yuxin Wu for
many helpful conversations and guidance on the design and development of the
Habitat platform.
External Contributions

If you use the noise model from PyRobot, please cite the their technical
report.

Specifically, the noise model used for the noisy control functions named
pyrobot_* and defined in habitat_sim/agent/controls/pyrobot_noisy_controls.py

If you use the Redwood Depth Noise Model, please cite their paper

Specifically, the noise model defined in


habitat_sim/sensors/noise_models/redwood_depth_noise_model.py and
src/esp/sensor/RedwoodNoiseModel.*

License
Habitat-Sim is MIT licensed. See the LICENSE file for details.
References

Habitat: A Platform for Embodied AI Research. Manolis Savva, Abhishek Kadian,


Oleksandr Maksymets, Yili Zhao, Erik Wijmans, Bhavana Jain, Julian Straub, Jia Liu,
Vladlen Koltun, Jitendra Malik, Devi Parikh, Dhruv Batra. IEEE/CVF International
Conference on Computer Vision (ICCV), 2019.

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