Physics-based preprocessing (fog, etc.) for RGB+depth datasets
Project description
euler-preprocess
Physics-based preprocessing transforms for multi-modal RGB+depth datasets. Built on top of euler-loading and ds-crawler.
Available transforms:
| Command | Description |
|---|---|
euler-preprocess fog |
Synthetic fog via the Koschmieder atmospheric scattering model |
euler-preprocess sky-depth |
Override depth values in sky regions with a constant |
euler-preprocess radial |
Convert planar (z-buffer) depth to radial (Euclidean) depth |
Installation
uv pip install "euler-preprocess[gpu,progress] @ git+https://github.com/d-rothen/euler-fog"
Usage
euler-preprocess fog -c configs/example_dataset_config.json
euler-preprocess sky-depth -c configs/sky_depth_dataset_config.json
euler-preprocess radial -c configs/radial_dataset_config.json
Configuration
Every subcommand takes a dataset config JSON that points to the input data and a transform config. Each modality path must be a directory indexed by ds-crawler with an euler_loading property that specifies the loader and function. This allows euler-loading to auto-select the correct dataset-specific loader.
Dataset Config
{
"transform_config_path": "configs/run1.json",
"output_path": "/path/to/output",
"modalities": {
"rgb": {"path": "/path/to/rgb", "split": "train"},
"depth": "/path/to/depth",
"semantic_segmentation": "/path/to/classSegmentation"
},
"hierarchical_modalities": {
"intrinsics": {"path": "/path/to/intrinsics"}
}
}
| Field | Description |
|---|---|
transform_config_path |
Path to the transform-specific config (see below). fog_config_path is also accepted for backward compatibility. |
output_path |
Directory where outputs are written. |
modalities |
Regular modalities that participate in sample-ID intersection. Each value is either a plain path string or an object with a path key and an optional split key (see below). Which modalities are required depends on the transform (see table below). |
hierarchical_modalities |
Per-scene data (e.g. intrinsics). Same format as modalities. Loaded once per scene and cached. |
Inline splits
When a modality directory contains ds-crawler split files (.ds_crawler/split_<name>.json), you can select a subset of the data by setting the split key on that modality. Sample IDs are matched by intersection across all modalities, so specifying a split on a single modality is sufficient to restrict the entire dataset.
Required modalities per transform:
| Transform | modalities |
hierarchical_modalities |
|---|---|---|
fog |
rgb, depth, semantic_segmentation |
— (intrinsics optional) |
sky-depth |
depth, semantic_segmentation |
— |
radial |
depth |
intrinsics |
Fog Transform
Fog Config
Controls the fog simulation.
{
"airlight": "from_sky",
"seed": 1337,
"depth_scale": 1.0,
"resize_depth": true,
"contrast_threshold": 0.05,
"device": "cpu",
"gpu_batch_size": 4,
"selection": { ... },
"models": { ... }
}
| Field | Description |
|---|---|
airlight |
Required. Airlight estimation method: "from_sky" (mean sky colour), "dcp" (dark channel prior), or "dcp_heuristic" (DCP with median heuristic). |
seed |
Random seed for reproducibility. null for non-deterministic. |
depth_scale |
Multiplier applied to depth values after loading. |
resize_depth |
Resize the depth map to match the RGB resolution (bilinear). |
contrast_threshold |
Threshold C_t used in the visibility-to-attenuation conversion (default 0.05). |
device |
"cpu", "cuda", "mps", or "gpu" (alias for cuda). |
gpu_batch_size |
Batch size when running on GPU. Uniform-model samples are batched; heterogeneous samples are processed individually. |
Fog Model
The core equation is the Koschmieder model (atmospheric scattering):
I_fog(x) = I(x) * t(x) + L_s * (1 - t(x))
where:
- I(x) is the original RGB colour at pixel x
- t(x) = exp(-k * d(x)) is the transmittance, which falls exponentially with depth d and attenuation coefficient k
- L_s is the atmospheric light (airlight), i.e. the colour of the fog/sky light scattered towards the camera
- k is derived from a meteorological visibility distance V:
k = -ln(C_t) / V
Distant objects are attenuated more (t approaches 0) and replaced by airlight, just as in real fog.
How Each Modality is Used
RGB — The clean scene image. Normalised to float32 in [0, 1]. This is the I(x) term in the fog equation -- it gets blended with the airlight according to transmittance.
Depth — A per-pixel depth map in metres. Provides the d(x) term in the transmittance calculation t(x) = exp(-k * d(x)). Pixels with greater depth receive more fog. Invalid values (NaN, inf, negative) are clamped to zero (treated as infinitely close, receiving no fog).
Semantic Segmentation — A per-pixel semantic segmentation map from which a boolean sky mask is derived, loaded via euler-loading's dataset-specific semantic_segmentation loader. The sky mask is used for airlight estimation when the airlight method is "from_sky": the mean RGB of all sky pixels in the clean image is used as the airlight colour L_s.
Intrinsics (optional) — When present, planar (z-buffer) depth is converted to radial (Euclidean) depth before fog is applied.
Airlight Estimation
The airlight config key selects how the atmospheric light L_s is estimated:
| Method | Description |
|---|---|
from_sky |
Mean RGB of sky pixels in the clean image. Falls back to white [1, 1, 1] when no sky pixels exist. |
dcp |
Dark Channel Prior — selects the brightest pixel (by channel sum) among the top 0.1% darkest-channel pixels. |
dcp_heuristic |
DCP with median heuristic — selects the pixel closest to the median intensity (BT.601 grayscale) among the top 0.1% darkest-channel pixels. |
GPU-native implementations (DCPAirlightTorch, DCPHeuristicAirlightTorch) are used automatically when running on GPU.
Model Selection
Each image is assigned a fog model via the selection block:
"selection": {
"mode": "weighted",
"weights": {
"uniform": 1.0,
"heterogeneous_k": 0.0,
"heterogeneous_ls": 0.0,
"heterogeneous_k_ls": 0.0
}
}
fixedmode: always use a single named model.weightedmode: randomly select a model per image according to normalised weights.
Four models are available:
| Model | Description |
|---|---|
uniform |
Constant k and L_s. Standard homogeneous fog. |
heterogeneous_k |
Spatially-varying k, constant L_s. Simulates patchy fog / fog banks. |
heterogeneous_ls |
Constant k, spatially-varying L_s. Simulates scattered-light colour variation. |
heterogeneous_k_ls |
Both k and L_s vary spatially. Most expressive model. |
Visibility Distribution
Each model specifies a visibility_m distribution from which a visibility distance (in metres) is sampled per image:
dist |
Parameters | Description |
|---|---|---|
constant |
value |
Fixed value. |
uniform |
min, max |
Uniform random in range. |
normal |
mean, std, optional min/max |
Gaussian, optionally clamped. |
lognormal |
mean, sigma, optional min/max |
Log-normal. |
choice |
values, optional weights |
Discrete weighted choice. |
The sampled visibility V is converted to the attenuation coefficient: k = -ln(C_t) / V.
Heterogeneous Noise Fields
Both k_hetero and ls_hetero use Perlin FBM (fractional Brownian motion) to generate spatially-varying factor fields:
"k_hetero": {
"scales": "auto",
"min_scale": 2,
"max_scale": null,
"min_factor": 0.0,
"max_factor": 1.0,
"normalize_to_mean": true
}
The noise field (values in [0, 1]) is mapped to a factor field: factor(x) = min_factor + (max_factor - min_factor) * noise(x). When normalize_to_mean is true, the factor field is rescaled so its spatial mean equals 1.0, preserving the overall fog density while introducing spatial variation.
| Parameter | Effect |
|---|---|
min_factor / max_factor |
Range of the multiplicative factor. |
normalize_to_mean |
Rescale factors so the image-wide mean equals the base value. Recommended for k_hetero. |
scales / min_scale / max_scale |
Control spatial frequency content. |
Fog Output
Foggy images are saved as PNG files organised by model name:
<output_path>/
uniform/
beta_0.0374_airlight_0.353_0.784_1_rgb_00000.png
config.json
heterogeneous_k/
...
Sky-Depth Transform
Overrides depth values in sky regions with a configurable constant. Useful for datasets where sky depth is encoded as zero or infinity and needs to be normalised to a large finite value.
Sky-Depth Config
{
"sky_depth_value": 1000.0
}
| Field | Description |
|---|---|
sky_depth_value |
Depth value assigned to all sky pixels. Defaults to 1000.0. |
Sky-Depth Output
Depth maps are saved as .npy float32 files preserving the original directory hierarchy.
Radial Transform
Converts planar (z-buffer) depth to radial (Euclidean) depth using camera intrinsics. For each pixel (u, v):
d_radial(u, v) = d_planar(u, v) * sqrt(((u - cx)/fx)^2 + ((v - cy)/fy)^2 + 1)
Radial Config
{}
No special parameters are required. The transform reads intrinsics from the intrinsics hierarchical modality.
Radial Output
Depth maps are saved as .npy float32 files preserving the original directory hierarchy.
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