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- ~~`bgl.glEnable(bgl.GL_DEPTH_TEST)` is broken in Blender 2.90. Thus, the occlusion handling of point clouds in the 3D viewport with OpenGL does not work properly~~
- ~~`bgl.glEnable(bgl.GL_DEPTH…
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1.How to improve the effect of serious occlusion? What are the suggestions?
2.Is the network effective for non rigid objects?
3.What is the effect of multi-target detection in complex scenes?
Thank…
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Low priority continuation of https://github.com/Johni0702/BetterPortals/issues/122
These need additional handling:
- ViewRenderManager needs to support depth buffers so the alpha mask can be gener…
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### Checklist
- [X] I've read the [contribution guidelines](https://github.com/autowarefoundation/autoware/blob/main/CONTRIBUTING.md).
- [X] I've searched other issues and no duplicate issues were fo…
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[Shiny Blender Dataset](https://storage.googleapis.com/gresearch/refraw360/ref.zip) contains some reflective objects and is frequently used for evaluating inverse rendering. If you have conducted rela…
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#### Problem description
I have an image saved to the clipboard but when I click on the "Add Image Occlusion" button, I get the following error which I included below.
I have also tried pasting …
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Hello,
As said in the title my question is how to get a single depth map from the fusion of geometric and photometric depth maps ?
I already can get the ply but what about the depth map ? (with …
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### Describe the project you are working on
For the past few weeks I've been pulling the directional shadow map implementation apart for the Vulkan renderer to try and see where we can make improve…
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Originally in GitLab by @dev7355608
The occlusion and vision mask container only need to be rendered if the canvas is panned/resized or the contents change. Re-rendering each frame is unnecessary.
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I am a little bit confused about the way, aerial perspective froxels are supposed to work. I mean, I understand that basically they store the integrated (in-)scattering and transmittance of a slice at…