A lightweight synthetic dataset image generation library built on top of Pillow.
Project description
Ranger
Lightweight synthetic dataset image generation — powered by Pillow.
Ranger is a small, focused library for generating synthetic training images and their annotations. You describe what to put on a canvas — backgrounds, shapes, images — and Ranger gives you back pixel-perfect bounding boxes and segmentation masks in plain Python data structures. No frameworks. No hidden config files. No magic.
Contents
- Installation
- Quick Start
- Design Philosophy
- API Reference
- Fill System
- Examples
- Exporting Annotations
- Future Roadmap
Installation
pip install ranger
Ranger requires Python 3.9+ and Pillow ≥ 10.0.
Quick Start
import ranger
# 1. Set up a 640×480 canvas
ranger.init(w=640, h=480)
# 2. Dark gradient background
ranger.background("gradient", fill={
"type": "gradient",
"start": "#1A1A2E",
"end": "#16213E",
"direction": "vertical",
})
# 3. Define a reusable shape template
ranger.shape("car", w=120, h=60)
ranger.shape_add("car", "rectangle", fill="#E63946", x0=0, y0=10, x1=120, y1=60)
ranger.shape_add("car", "rectangle", fill="#222222", x0=20, y0=0, x1=100, y1=20)
# 4. Place two cars on the canvas
ranger.append("car_001", "car", x=50, y=200)
ranger.append("car_002", "car", x=350, y=300)
# 5. Get annotations
print(ranger.bbox())
# [
# {"id": "car_001", "class": "car", "bbox": [50, 200, 170, 260]},
# {"id": "car_002", "class": "car", "bbox": [350, 300, 470, 360]},
# ]
# 6. Save and reset
ranger.save("frame_001.png")
ranger.rm()
Design Philosophy
Ranger is deliberately narrow. It does exactly three things:
- Generate images — backgrounds, shapes, composited objects.
- Generate bounding box annotations — pixel-aligned
[x1, y1, x2, y2]. - Generate segmentation annotations — per-pixel binary masks.
Everything else — writing COCO JSON, YOLO .txt files, Pascal VOC XML, training loops, data augmentation — is intentionally left to you. Ranger integrates cleanly with whatever export or training pipeline you already have, because it only returns standard Python lists and dicts.
Guiding principles:
- Flat API. Everything is a module-level function. No classes to instantiate, no context managers to juggle.
- Minimal dependencies. Only Pillow. No NumPy required (though masks are trivial to convert).
- Beginner friendly. If you can write
ranger.append(...)andranger.save(...), you have a dataset. - Standard types. Returns
list,dict, andtuple— no custom objects to unwrap. - Both colour notations. RGB tuples
(255, 0, 0)and hex strings"#FF0000"work everywhere a colour is expected.
API Reference
init
ranger.init(device="cpu", w=1024, h=1024)
Initialise Ranger and create a blank canvas.
| Parameter | Type | Default | Description |
|---|---|---|---|
device |
str |
"cpu" |
Compute device: "cpu", "cuda", or "mps". cuda and mps are reserved for future GPU acceleration and currently behave identically to cpu. |
w |
int |
1024 |
Canvas width in pixels. |
h |
int |
1024 |
Canvas height in pixels. |
background
ranger.background(bg_type, *, fill=..., path=None, seed=None)
Fill the entire canvas with a background.
| Parameter | Type | Description |
|---|---|---|
bg_type |
str |
"color", "gradient", "noise", "perlin", "img" |
fill |
colour or dict |
Colour value or fill spec (see Fill System) |
path |
str | None |
Path to source image — required for bg_type="img". |
seed |
int | None |
Random seed for reproducible noise/perlin backgrounds. |
Examples:
# Solid colour
ranger.background("color", fill=(30, 30, 30))
ranger.background("color", fill="#1A1A2E")
# Horizontal gradient
ranger.background("gradient", fill={
"type": "gradient",
"start": "#FF6B6B",
"end": "#4ECDC4",
"direction": "horizontal",
})
# Seeded noise
ranger.background("noise", fill={
"type": "noise",
"base": (100, 100, 100),
"scale": 0.4,
}, seed=42)
# Perlin-like noise
ranger.background("perlin", fill={
"type": "perlin",
"base": "#2C3E50",
"scale": 0.6,
"octaves": 5,
}, seed=7)
# From an existing image file
ranger.background("img", path="sky.jpg")
shape / shape_add
ranger.shape(name, *, w, h)
ranger.shape_add(name, primitive, *, fill=..., **params)
Define a reusable shape template by stacking primitives.
shape
| Parameter | Type | Description |
|---|---|---|
name |
str |
Unique template name. |
w |
int |
Template width in pixels. |
h |
int |
Template height in pixels. |
shape_add — primitives
| Primitive | Required params | Description |
|---|---|---|
"circle" |
cx, cy, r |
Circle with centre and radius. |
"rectangle" |
x0, y0, x1, y1 |
Axis-aligned rectangle. |
"img" |
path, optionally x, y |
Paste an image at an offset. |
All primitives accept a fill parameter (colour or fill spec).
Example:
ranger.shape("traffic_light", w=40, h=100)
ranger.shape_add("traffic_light", "rectangle", fill="#222222", x0=0, y0=0, x1=40, y1=100)
ranger.shape_add("traffic_light", "circle", fill="#FF0000", cx=20, cy=20, r=14)
ranger.shape_add("traffic_light", "circle", fill="#FFA500", cx=20, cy=50, r=14)
ranger.shape_add("traffic_light", "circle", fill="#00CC00", cx=20, cy=80, r=14)
append
ranger.append(obj_id, obj_class, *, x=0, y=0, **kwargs)
Place an object on the canvas and record its annotation.
| Parameter | Type | Description |
|---|---|---|
obj_id |
str |
Unique instance ID used in annotation output. |
obj_class |
str |
A registered shape name, "img", or any free-form label. |
x |
int |
Left edge of the object in canvas pixels. |
y |
int |
Top edge of the object in canvas pixels. |
**kwargs |
Forwarded to the renderer: path, w, h, fill, etc. |
Class resolution order:
- If
obj_classmatches a registered shape name → render that template. - If
obj_class == "img"→ load the image atpath=. - Otherwise → render a placeholder rectangle using
fill=,w=,h=.
Examples:
# Named shape
ranger.append("tl_north", "traffic_light", x=100, y=50)
# Inline image
ranger.append("sponsor_logo", "img", path="logo.png", x=20, y=20)
# Placeholder (useful for layout testing)
ranger.append("unknown_001", "unknown", x=300, y=150, fill="#AAAAAA", w=80, h=80)
bbox
ranger.bbox(obj_id=None) -> list[dict]
Return bounding-box annotations.
[
{
"id": "car_001",
"class": "car",
"bbox": [x1, y1, x2, y2] # pixel coordinates, inclusive corners
},
...
]
Pass obj_id="car_001" to retrieve a single object's annotation.
seg
ranger.seg(obj_id=None) -> list[dict]
Return segmentation annotations.
[
{
"id": "car_001",
"class": "car",
"bbox": [x1, y1, x2, y2],
"mask": [...], # flat list, len == w * h, values 0 or 255
"mask_size": (w, h)
},
...
]
Converting the mask to a NumPy array (NumPy is not a Ranger dependency, but it is easy to integrate):
import numpy as np
entries = ranger.seg()
w, h = entries[0]["mask_size"]
mask = np.array(entries[0]["mask"], dtype=np.uint8).reshape(h, w)
save
ranger.save(path)
Save the current canvas to disk. The file format is inferred from the extension by Pillow (.png, .jpg, .bmp, .webp, etc.).
ranger.save("output/frame_042.png")
rm
ranger.rm()
Clear the canvas to black and remove all placed objects. Shape templates are kept so you can reuse them in the next frame.
Fill System
Wherever a fill parameter is accepted, Ranger understands two notations:
Solid colour
fill=(255, 99, 71) # RGB tuple
fill="#FF6347" # hex string (with or without #)
Gradient
fill={
"type": "gradient",
"start": "#FF6B6B", # any colour value
"end": "#4ECDC4",
"direction": "horizontal", # or "vertical"
}
Noise (uniform random per-pixel offsets from a base colour)
fill={
"type": "noise",
"base": (128, 128, 128),
"scale": 0.5, # 0.0 → no noise, 1.0 → maximum noise
}
Perlin (layered smooth noise — good for terrain-like backgrounds)
fill={
"type": "perlin",
"base": "#2C3E50",
"scale": 0.6,
"octaves": 4, # more octaves → more detail
}
Examples
Minimal YOLO-style loop
import json
import ranger
ranger.init(w=416, h=416)
dataset = []
for i in range(100):
ranger.rm()
ranger.background("noise", fill={"type": "noise", "base": (80, 80, 80), "scale": 0.3}, seed=i)
ranger.shape("ball", w=32, h=32)
ranger.shape_add("ball", "circle", fill="#F72585", cx=16, cy=16, r=15)
x, y = i * 3 % 380, i * 7 % 380
ranger.append(f"ball_{i:04d}", "ball", x=x, y=y)
boxes = ranger.bbox()
ranger.save(f"images/frame_{i:04d}.png")
dataset.append({"frame": i, "annotations": boxes})
with open("annotations.json", "w") as f:
json.dump(dataset, f, indent=2)
Multi-class scene
import ranger
ranger.init(w=800, h=600)
ranger.background("perlin", fill={
"type": "perlin",
"base": (34, 85, 34),
"scale": 0.5,
"octaves": 5,
}, seed=99)
# Define classes
ranger.shape("vehicle", w=100, h=50)
ranger.shape_add("vehicle", "rectangle", fill="#264653", x0=0, y0=10, x1=100, y1=50)
ranger.shape_add("vehicle", "rectangle", fill="#2A9D8F", x0=15, y0=0, x1=85, y1=20)
ranger.shape("pedestrian", w=20, h=50)
ranger.shape_add("pedestrian", "rectangle", fill="#E9C46A", x0=6, y0=0, x1=14, y1=12) # head
ranger.shape_add("pedestrian", "rectangle", fill="#F4A261", x0=4, y0=12, x1=16, y1=50) # body
# Populate scene
ranger.append("v_001", "vehicle", x=50, y=280)
ranger.append("v_002", "vehicle", x=400, y=320)
ranger.append("p_001", "pedestrian", x=250, y=260)
ranger.append("p_002", "pedestrian", x=310, y=270)
ranger.append("p_003", "pedestrian", x=600, y=290)
print(ranger.bbox())
ranger.save("scene.png")
Pasting real images with segmentation
import ranger
ranger.init(w=512, h=512)
ranger.background("color", fill="#F0F0F0")
ranger.append("product_01", "img", path="product.png", x=128, y=128)
for entry in ranger.seg():
w, h = entry["mask_size"]
total = w * h
hit = sum(1 for v in entry["mask"] if v > 0)
print(f'{entry["id"]} covers {hit/total:.1%} of the canvas')
ranger.save("product_scene.png")
Exporting Annotations
Ranger returns plain Python dicts so you can convert to any format you need:
YOLO .txt
boxes = ranger.bbox()
W, H = 640, 480
with open("labels/frame_001.txt", "w") as f:
class_map = {"car": 0, "pedestrian": 1}
for obj in boxes:
x1, y1, x2, y2 = obj["bbox"]
cx = ((x1 + x2) / 2) / W
cy = ((y1 + y2) / 2) / H
bw = (x2 - x1) / W
bh = (y2 - y1) / H
cls = class_map.get(obj["class"], 0)
f.write(f"{cls} {cx:.6f} {cy:.6f} {bw:.6f} {bh:.6f}\n")
COCO-style JSON snippet
boxes = ranger.bbox()
coco_annotations = [
{
"id": i,
"image_id": 42,
"category_id": 1,
"bbox": [b["bbox"][0], b["bbox"][1],
b["bbox"][2] - b["bbox"][0],
b["bbox"][3] - b["bbox"][1]],
"area": (b["bbox"][2] - b["bbox"][0]) * (b["bbox"][3] - b["bbox"][1]),
"iscrowd": 0,
}
for i, b in enumerate(boxes)
]
Future Roadmap
Ranger is intentionally minimal today. Planned additions in future releases:
- Shape nesting — embed one named shape inside another to build hierarchical objects.
- Transforms — per-object rotation, scaling, and opacity.
- GPU acceleration — real CUDA/MPS paths for faster noise generation at high resolutions.
- Z-ordering — explicit depth control for overlapping objects.
- Polygon segmentation — return polygon contours in addition to binary masks.
- Single-object annotation queries —
ranger.bbox("car_001")already supported; will expand. - Text primitive — render text labels directly onto shapes.
- Physics-based placement — non-overlapping random placement helpers.
- Built-in augmentations — optional blur, brightness jitter, and crop directly in Ranger.
Ranger will never grow into a training framework or annotation exporter. Those concerns belong in your pipeline, not ours.
License
MIT © Ranger Contributors
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