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<h5>Getting Started</h5>
<ul>
<li><a href="#introduction">Introduction</a></li>
<li><a href="#installation">Installation</a></li>
<li><a href="#quickstart">Quickstart</a></li>
</ul>
<h5>Concepts</h5>
<ul>
<li><a href="#structure">Repository Structure</a></li>
<li><a href="#data-model">The .o4d Data Model</a></li>
<li><a href="#design">Design Principles</a></li>
</ul>
<h5>Core API</h5>
<ul>
<li><a href="#io">IO — Readers & Writers</a></li>
<li><a href="#player">Player</a></li>
<li><a href="#tools">Conversion Tools</a></li>
<li><a href="#metrics">Metrics</a></li>
</ul>
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<h1>Documentation</h1>
<p class="lead">
Everything you need to install Open4D, understand its data model, and start working with
time-varying 4D geometry.
</p>
<div class="callout">
<span class="callout-icon">💡</span>
<p>Open4D is under active development. APIs in <code>open4d/</code> are the stable public surface; modules evolve independently. For the latest state of the code, see the <a href="https://github.com/open4dfoundation/Open4D" target="_blank" rel="noopener">GitHub repository</a>.</p>
</div>
<h2 id="introduction">Introduction</h2>
<p>
<strong>Open4D</strong> is an open, research-driven platform for the representation, compression,
processing, evaluation, and streaming of time-varying 4D geometry data. It serves as shared
infrastructure for application domains such as <strong>XR systems, robotics, teleoperation,
digital twins, and autonomous systems</strong>, where geometry evolves over time and must be
processed under tight latency, bandwidth, and accuracy constraints.
</p>
<p>
The platform is organized into five layers:
</p>
<ul>
<li><strong>Core</strong> (<code>open4d/</code>) — canonical 4D data models, IO, metrics</li>
<li><strong>Modules</strong> — research algorithms (e.g., TVMC, ARAP-based tracking)</li>
<li><strong>Benchmarks</strong> — paper-reproducible evaluation code, baselines, configs, and scripts</li>
<li><strong>Apps</strong> — end-to-end pipelines and demos</li>
<li><strong>Bindings</strong> (<code>cpp/</code>, <code>python/</code>) — performance-critical and research-friendly APIs</li>
</ul>
<h2 id="installation">Installation</h2>
<h3>Requirements</h3>
<ul>
<li>Python 3.9 or later</li>
<li>Git (with submodule support, for the N4MC and TSMC compression modules)</li>
<li>Unity 2022 LTS or later (only for the XR decoder plugin)</li>
</ul>
<h3>Development install</h3>
<div class="code-block">
<div class="code-head"><span>shell</span><button class="copy-btn">Copy</button></div>
<pre><code>git clone https://github.com/open4dfoundation/Open4D.git
cd Open4D
pip install -e .</code></pre>
</div>
<h3>With compression submodules</h3>
<p>N4MC and TSMC are integrated as git submodules. To fetch them along with the core:</p>
<div class="code-block">
<div class="code-head"><span>shell</span><button class="copy-btn">Copy</button></div>
<pre><code>git clone --recurse-submodules https://github.com/open4dfoundation/Open4D.git
<span class="cm"># or, in an existing clone</span>
git submodule update --init --recursive</code></pre>
</div>
<h2 id="quickstart">Quickstart</h2>
<p>The <code>examples/</code> directory contains minimal, runnable scripts for the most common tasks:</p>
<div class="code-block">
<div class="code-head"><span>shell</span><button class="copy-btn">Copy</button></div>
<pre><code><span class="cm"># play a time-varying mesh sequence</span>
python examples/play_mesh_o4d.py
<span class="cm"># play a point-cloud sequence</span>
python examples/play_poincloud_o4d.py
<span class="cm"># play a Draco-compressed point-cloud sequence</span>
python examples/play_draco_pointcloud_o4d.py</code></pre>
</div>
<p>A typical workflow — convert raw per-frame data into an <code>.o4d</code> sequence, then play it back:</p>
<div class="code-block">
<div class="code-head"><span>shell</span><button class="copy-btn">Copy</button></div>
<pre><code><span class="cm"># 1. package raw mesh frames into an .o4d sequence</span>
python open4d/tools/create_o4d_mesh.py
<span class="cm"># 2. play it back</span>
python examples/play_mesh_o4d.py</code></pre>
</div>
<h2 id="structure">Repository Structure</h2>
<div class="code-block">
<div class="code-head"><span>Open4D/</span><button class="copy-btn">Copy</button></div>
<pre><code>Open4D/
├── open4d/ <span class="cm"># Core public API (stable)</span>
│ ├── core/ <span class="cm"># 4D data structures + core codecs (N4MC, TSMC, TVMC)</span>
│ ├── io/ <span class="cm"># Readers / writers</span>
│ ├── metrics/ <span class="cm"># Quality + temporal metrics</span>
│ ├── modules/ <span class="cm"># Research modules (tvmc, unity_decoder)</span>
│ ├── player/ <span class="cm"># Playback for meshes and point clouds</span>
│ └── tools/ <span class="cm"># .o4d creation utilities</span>
├── benchmarks/ <span class="cm"># Reproducible experiments + baselines</span>
├── apps/ <span class="cm"># End-to-end pipelines</span>
├── examples/ <span class="cm"># Minimal usage examples</span>
├── tests/ <span class="cm"># Unit + integration tests</span>
├── docs/ <span class="cm"># Documentation and figures</span>
├── scripts/ <span class="cm"># Helper scripts</span>
└── docker/ <span class="cm"># Reproducible environments</span></code></pre>
</div>
<h2 id="data-model">The .o4d Data Model</h2>
<p>
Open4D treats <strong>time as a first-class signal</strong>. Instead of a directory of unrelated
per-frame files, an <code>.o4d</code> sequence is a single logical object: an ordered set of
geometry frames plus timing metadata, so downstream code — codecs, metrics, players — can reason
about temporal structure directly.
</p>
<p>Supported content types in the current core:</p>
<div class="table-wrap">
<table>
<thead>
<tr><th>Content</th><th>Reader / Writer</th><th>Player</th><th>Creation tool</th></tr>
</thead>
<tbody>
<tr>
<td>Time-varying mesh</td>
<td><code>open4d/io/o4d_mesh_io.py</code></td>
<td><code>open4d/player/mesh.py</code></td>
<td><code>create_o4d_mesh.py</code></td>
</tr>
<tr>
<td>Point-cloud sequence</td>
<td><code>open4d/io/o4d_pointcloud_io.py</code></td>
<td><code>open4d/player/pointcloud.py</code></td>
<td><code>create_o4d_pointcloud.py</code></td>
</tr>
<tr>
<td>Draco-compressed point cloud</td>
<td><code>open4d/io/o4d_draco_pointcloud_io.py</code></td>
<td><code>open4d/player/draco_pointcloud.py</code></td>
<td><code>create_o4d_draco_pointcloud.py</code></td>
</tr>
</tbody>
</table>
</div>
<h2 id="design">Design Principles</h2>
<ul>
<li><strong>4D-first</strong> — time is a first-class signal, not an afterthought</li>
<li><strong>Separation of concerns</strong> — core abstractions vs. research modules</li>
<li><strong>Reproducibility</strong> — benchmarks are explicit and scriptable</li>
<li><strong>Systems-aware</strong> — metrics include bitrate, latency, and temporal stability</li>
<li><strong>Cross-domain</strong> — XR, robotics, and autonomy share the same foundations</li>
</ul>
<h2 id="io">IO — Readers & Writers</h2>
<p>
The <code>open4d.io</code> package provides a unified interface for reading and writing 4D
sequences. Each content type has a dedicated IO module with a symmetric read/write API, so codecs
and players are decoupled from on-disk formats.
</p>
<div class="code-block">
<div class="code-head"><span>python — illustrative</span><button class="copy-btn">Copy</button></div>
<pre><code><span class="kw">from</span> open4d <span class="kw">import</span> io
<span class="cm"># read a time-varying mesh sequence</span>
seq = io.<span class="fn">o4d_mesh_io</span>.read(<span class="str">"longdress.o4d"</span>)
<span class="cm"># iterate frames over time</span>
<span class="kw">for</span> frame <span class="kw">in</span> seq:
process(frame)</code></pre>
</div>
<div class="callout warn">
<span class="callout-icon">⚠️</span>
<p>Snippets marked <em>illustrative</em> show the intended API shape. Check the module source and <code>examples/</code> for the exact, current signatures.</p>
</div>
<h2 id="player">Player</h2>
<p>
<code>open4d.player</code> renders sequences interactively. It supports mesh sequences, raw
point-cloud sequences, and Draco-compressed point-cloud streams — decode happens frame-by-frame,
matching how a streaming client would consume the data.
</p>
<h2 id="tools">Conversion Tools</h2>
<p>
<code>open4d.tools</code> packages raw per-frame assets (e.g., a folder of PLY/OBJ frames) into
<code>.o4d</code> sequences, including Draco-compressed variants for bandwidth-constrained playback.
</p>
<h2 id="metrics">Metrics</h2>
<p>
<code>open4d.metrics</code> hosts quality and temporal metrics used across benchmarks. The design
goal is <strong>systems-aware evaluation</strong>: not just geometric distortion, but the
quantities that decide whether a pipeline is deployable —
</p>
<ul>
<li><strong>Geometric quality</strong> — point-to-point / point-to-plane distortion, mesh distance</li>
<li><strong>Rate</strong> — bitrate and compression ratio</li>
<li><strong>Latency</strong> — encode/decode time budgets for real-time pipelines</li>
<li><strong>Temporal stability</strong> — consistency of geometry across frames, beyond per-frame error</li>
</ul>
<h2 id="docker">Docker Environments</h2>
<p>
The <code>docker/</code> directory provides containerized environments so that experiments run the
same way on any machine — a prerequisite for reproducible benchmarks.
</p>
<h2 id="faq">FAQ</h2>
<h3>How is Open4D different from Open3D?</h3>
<p>
Open3D focuses on static 3D data processing. Open4D targets the <strong>time-varying</strong> case:
sequences of meshes and point clouds whose geometry (and even connectivity) changes every frame,
with compression, streaming, and temporal metrics as core concerns rather than extensions.
</p>
<h3>Can I use only the codecs?</h3>
<p>
Yes. N4MC, TSMC, and TVMC live in their own repositories/submodules and can be used standalone;
Open4D adds the shared IO, metrics, and benchmark scaffolding around them.
</p>
<h3>How do I contribute?</h3>
<p>
New modules, benchmarks, datasets, metrics, and documentation are all welcome — see
<a href="about.html#contributing">Contributing</a>.
</p>
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