Open rghl3 opened 5 years ago
Hmm... Haven't really experienced this issue before. Could you try playing with the weighting a bit and see if that affects it? use_const_weight
to true in the params. Maybe try also with different integrators and see how the issue chnages? i.e., fast
since that's the one we usually use.
Otherwise could you upload a sample bag with both the real + cleared pointcloud to try out that shows the effect?
Hello Helen, Thanks a lot for the response. Tried with fast integrator and the thing is it seems slower than merged. Also, the clearing issue persists in fast mode too. However in merged mode, setting _use_constweight to true did not speeden it up. Once I get back to work, I will upload the bag file. Sorry for that :(
Some more params for reference
voxel_size : 0.10
tsdf_voxels_per_side : 16
max_ray_length_m : 5
esdf_max_distance_m : 5
Edit 1: Here is the google drive link for the bag file (266 mb)
Topics contained
Hi @helenol , Any updates on this?
Hi, Regarding the above issue, the rays from freespace points/ points beyond max_ray_length seem to get cleared when considering all points for clearing, by commenting out this line. But the voxels aren't being constructed for sparse obstacle points within the range. Is there any workaround? Thank You. Regards, Raghul.
Hello. Can you please explain how you generate freespace pointcloud?
Hello, As suggested in #156 and #154 , I implemented the Freespace pointcloud (containing points that are above 3m depth )
Test environment
Kinect camera in gazebo simulator.
Open horizon with obstacle at 2m.
Issue
After removing the object, the voxels are getting cleared slowly by the rays from freespace pointcloud
But placing an obstacle at 2.5m depth , the clearing rate is impressive for the voxels of the obstacle at 2m.
Related params
voxel_carving_enabled : true
use_freespace_pointcloud : true
allow_clear : true
method : merged
So any idea on why the voxels get cleared slowly when using rays from freespace points ? Thank You.