Open tharindurmt opened 4 years ago
@jonyMarino @rajat2004 Is it possible use PIPCamera with UE LensDistortion plugin? It provides a camera matrix and its parameters can be changed accordingly. I tried adding it to the PIPCamera blueprint as in the following figure (I am completely new to UE). Material and a render target used in this are created following this Global Shader as a Plugin UE tutorial (steps 1 to 3 of Blueprint Setup section). I was under the impression that this transformation will affect any content passed through PIPCamera blueprint. However, this seems to have no effect on captured images. I can't figure out what's wrong with my approach. Could you please help me out?
@tharindurmt Did you get further with this? I try to get a 220deg fisheye camera to work.
@petergerten Unfortunately, no, I was not able to get this to work. I have a very limited knowledge of UE and I wasn't even sure what i was doing. But from my research, the best bet would be to use post-processing materials. I couldn't figure out a way to integrate the post-processing material to AirSim.
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I am trying to record camera images from four cameras which have a very high field of view of 194 degrees, which AirSim does not support as of yet (if the FoV is more than 180 degrees the images will be flipped vertically. Even if the FoV is set to be just below 180 degree there is no fisheye effect).
AirSim cameras operate a little different to other sensors and as per my understanding, it uses SceneCaptureComponent2D of UE to generate the images using PIPCamera.
So, I was wondering what would be the most suitable way to implement fisheye model. One option would be to change the camera projection model of UE. Is there any other way to achieve this in AirSim side (other than the trivial solution of stitching the output of multiple cameras. This is not an option for me as I need four fisheye cameras with 194 FoV, which means that I will have to create at least 20 cameras with 90 FoV).
Related issues: #2129, #2379