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3DScene -> MultiChannelRenderOutput
Extract auxiliary render passes (depth maps, segmentation masks, and optical flow vectors) alongside the RGB frame during a single 3D rendering pipeline execution.
Problem it solves
Rendering training images and their pixel-level ground-truth annotations in separate passes is computationally slow and error-prone.
Consumes
Emits
The real projects this mechanism was found in. Attribution is the point — this is how the best teams actually do it.