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Ray casting-based depth image renderer
Currently, support is automatically enabled if yaml-cpp is available. However, the system is modular and can easily be extended to work with additional parsers.
This was referenced Dec 6, 2024
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Hi @JonasFrey96, Thanks for reporting this issue and providing a detailed description! The bug occurs because we always return a range image, but for depth cameras, we need a depth image. The code to generate both is almost the same, but for depth images we should return the endpoint’s Z-coordinate instead of the Euclidean distance along the ray. At the image center, these values are identical, but they diverge toward the edges -- like a parabola. Could you please test changing lines 41–46 in const auto colliding_index = first_collision_index<MapT>(
map, W_start_point, W_end_point, log_odds_occupancy_threshold);
if (colliding_index) {
const FloatingPoint min_cell_width = map.getMinCellWidth();
const Point3D W_voxel_center =
convert::indexToCenterPoint(colliding_index.value(), min_cell_width);
const Point3D C_voxel_center = T_W_C.inverse() * W_voxel_center;
depth_pixel = projection_model_->cartesianToSensorZ(C_voxel_center);
} |
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Description
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Thanks a lot to @Divelix for suggesting and implementing this feature!
This PR should only be reviewed and merged after PR #88.
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