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Apply particle scattering effect to depth cameras #251
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Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ashton Larkin <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
…endering into thermal_particles
Signed-off-by: Ian Chen <[email protected]>
…endering into thermal_particles
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ashton Larkin <[email protected]>
Codecov Report
@@ Coverage Diff @@
## ign-rendering4 #251 +/- ##
==================================================
+ Coverage 52.92% 53.29% +0.36%
==================================================
Files 143 143
Lines 13566 13672 +106
==================================================
+ Hits 7180 7286 +106
Misses 6386 6386
Continue to review full report at Codecov.
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I left a few minor comments. I tested the example world, and things seem to work for me. I had a hard time understanding a lot of what was going on in this PR though, so it might be worth having someone else review this as well to make sure I didn't miss anything.
Signed-off-by: Ian Chen <[email protected]>
Signed-off-by: Ian Chen <[email protected]>
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As I mentioned before, my understanding of what's going on here isn't perfect, so if someone else wants to take a look as well, go for it, but this looks good to me.
depends on #240 and
#241Summary
Particles emitted by the particle emitter used to be rendered as large 2D squares in the depth camera view due to the way they are represented in ogre (2d sprites / billboards). This PR applies "scattering effect" to the depth image output to make it appear as if the particle model is composed of a cluster of smaller particles. Gaussian noise is also applied to the particle depth values. Some scattering effect params are currently hardcoded since we cannot provide APIs to set them as it will break ABI.
Test it
You can test this using ign-gazebo by launching this sensor_particles.sdf world:
You should see:
Checklist
codecheck
passed (See contributing)Note to maintainers: Remember to use Squash-Merge