Open DavidMansolino opened 5 years ago
Without tilt angle:
With a title angle of -0.2:
The bug is present only for spherical cameras.
I found the exact reason, the problem is at the merge_spherical
shader level.
Indeed because of the spherical deformation, the wrong vertical pixel is selected, in case of lidars we should perform the deformation only horizontally but not vertically.
Tilting the camera doesn't seem to be a good idea, in case of spherical camera, it is really a mess if the cameras are tilted (sub-cameras border don't coincide anymore). Instead of tilting the sub-cameras, it seems safer to create a bigger field of view and use only the interesting part (so that the orientation of all the sub-cameras is conserved), but this will require some re-factorization.
Describe the Bug When the tilt angle of a lidar is not 0, it may happen that the lidar points are 'too high'.
Steps to Reproduce
Expected behavior The lidar point should all be at the same height than the floor.
Screenshots
System System: Windows 10 64-bit Processor: Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz Number of cores: 4 OpenGL vendor: NVIDIA Corporation (0x10de) OpenGL renderer: GeForce GTX 970/PCIe/SSE2 (0x13c2) OpenGL version: 4.6.0 NVIDIA 416.94