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Issues with depth cameras #968
Comments
hmm looks like it could be a bug in depth camera FOV and/or the camera intrinsics published are incorrect. gazebosim/gz-sensors#363 also looks related |
There is code in |
@iche033 Can this be closed now? |
gazebosim/gz-sensors#432 should fix the issue. Please re-open if that's not the case. |
Environment
OS Version: Ubuntu 20.04
Source or binary build?
Gazebo Garden source build
gz-rendering is on branch gz-rendering7 with the latest commit being:
commit 451e34e
Update examples to use metal as default graphics API on mac (Update examples to use metal as default graphics API on mac #937)
Signed-off-by: Ian Chen [email protected]
If this is a GUI or sensor rendering bug, describe your GPU and rendering system. Otherwise delete this section.
The GPU information I get when entering the sudo lshw -C display prompt is this:
description: VGA compatible controller
product: GP106GL [Quadro P2200]
vendor: NVIDIA Corporation
physical id: 0
bus info: pci@0000:02:00.0
version: a1
width: 64 bits
clock: 33MHz
capabilities: pm msi pciexpress vga_controller bus_master cap_list rom
configuration: driver=nvidia latency=0
resources: irq:86 memory:91000000-91ffffff memory:70000000-7fffffff memory:80000000-81ffffff ioport:2000(size=128) memory:92000000-9207ffff
0000:02:00.0 VGA compatible controller [0300]: NVIDIA Corporation GP106GL [Quadro P2200] [10de:1c31] (rev a1)
:1
direct rendering: Yes
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: Quadro P2200/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 545.23.08
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL version string: 4.6.0 NVIDIA 545.23.08
OpenGL shading language version string: 4.60 NVIDIA
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 545.23.08
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20
gdm 1119 0.0 0.2 25384456 67268 tty1 Sl+ Feb13 0:00 /usr/lib/xorg/Xorg vt1 -displayfd 3 -auth /run/user/125/gdm/Xauthority -background none -noreset -keeptty -verbose 3
username 1879 1.6 0.4 25518904 139304 tty2 Sl+ Feb13 15:37 /usr/lib/xorg/Xorg vt2 -displayfd 3 -auth /run/user/1000/gdm/Xauthority -background none -noreset -keeptty -verbose 3
username 52408 0.0 0.0 9348 2644 pts/19 S+ 09:36 0:00 grep --color=auto Xorg
X.Org X Server 1.20.13
X Protocol Version 11, Revision 0
Build Operating System: linux Ubuntu
Current Operating System: Linux ramses 5.15.0-94-generic #104TILDESIGN 20.04.1-Ubuntu SMP Tue Jan 16 13:34:09 UTC 2024 x86_64
Kernel command line: BOOT_IMAGE=/boot/vmlinuz-5.15.0-94-generic root=UUID=41b36428-5a36-44f3-af1d-b236b2e37d7d ro quiet splash vt.handoff=7
Build Date: 29 January 2024 12:44:21PM
xorg-server 2:1.20.13-1ubuntu1~20.04.15 (For technical support please see http://www.ubuntu.com/support)
Current version of pixman: 0.38.4
Before reporting problems, check http://wiki.x.org
to make sure that you have the latest version.
Description
Expected behavior:
When I create a camera sensor in the model.sdf file like this:
And I want to create a depth camera at the exact same position with the exact same view to compare my stereo algorithm (that I am performing on the above and a shifted but equal camera) like this:
I get a different coverage of the underground.
**Note ** as the intrinsic parameters of the depth map did not have an influence on the view and only the horizontal_fov tag had an effect I calculated this:
Which for a focal length fx = 256.666691776 pixels and an image resolution of 640x480 pixels (aka w = 640 pixels) yields a fov of 102.535° or 1.789572604 radians.
I am assuming that the depth cameras and normal cameras have the same model. They have the exact same pose.
The Images from the depth camera and the normal camera are covering different areas. I tried to analyze it using visual editors and I am quite sure it is not just a translational shift. There is a different FOV.
Steps to reproduce
Output
I apologize for the low quality map. It is hard to see but the difference can be seen from the position of the rocks.
In case I missed anything check out my stackoverflow post about this
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