Simulator: Fisheye Camera flashing?

Created on 14 Aug 2020  Â·  12Comments  Â·  Source: lgsvl/simulator

When I run project,fisheye flashing like this picture :

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Fisheye Params :
{
"type": "Color Camera",
"name": "Fish Camera",
"params": {
"Width": 1920,
"Height": 1080,
"Frequency": 15,
"JpegQuality": 75,
"FieldOfView": 50,
"MinDistance": 0.1,
"MaxDistance": 1000,
"Topic": "/simulator/fish_camera",
"Frame": "camera",
"Distorted": true,
"DistortionParameters": [
-0.25349, 0.11868, 0, 0
],
"Fisheye": true,
"Xi":1,
"CubemapSize":1024
},
"transform": {
"x": 0,
"y": 1.7,
"z": -0.2,
"pitch": 0,
"yaw": 0,
"roll": 0
}
}

answered

All 12 comments

It is a known issue. We are investigating a solution for this.

It is a known issue. We are investigating a solution for this.

ok,thank you very much!
Do you use other asset for fisheye now?
like assetstore:
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/dome-tools-62664

No, we developed our own distortion, which matches the calibration model used by Apollo.

Most of fisheye effects online are not following any calibration models. But I will take a look of the one your provided to learn more about it. Thanks for the information!

@rongguodong
I find LensDistortion function can run in built-in render pipeline.
Main Camera:
main camera
Dome Tools:
dome tools
Lgsvl LensDistortion(xi:1, DistortionParameters: -0.25349f, 0.11868f, 0, 0):
lgsvl
Is this right?

What do you mean by "LensDistortion function can run in built-in render pipeline"?

What do you mean by "LensDistortion function can run in built-in render pipeline"?

I mean the default render pipeline before "HDRP & SRP".
I create a built-in render pipeline project, than create a fisheye camera by "lgsvl CameraSensorBase" code:

void Start()
{
SensorCamera = GetComponent();
len = new LensDistortion(LensDistortionShader);
var DistortionParameters = new List { -0.25349f, 0.11868f, 0, 0 };
var Xi = 1;
var FrustumHeight = 2 * Mathf.Tan(FieldOfView / 2 * Mathf.Deg2Rad);
var FrustumWidth = FrustumHeight * Width / Height;
len.InitDistortion(DistortionParameters, FrustumWidth, FrustumHeight, Xi);
CubemapTexture = new RenderTexture(CubemapSize, CubemapSize, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB)
{
dimension = UnityEngine.Rendering.TextureDimension.Cube,
antiAliasing = 1,
useMipMap = false,
useDynamicScale = false,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear,
};
CubemapTexture.Create();
DistortedTexture = new RenderTexture(Width, Height, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.sRGB)
{
dimension = UnityEngine.Rendering.TextureDimension.Tex2D,
antiAliasing = 1,
useMipMap = false,
useDynamicScale = false,
wrapMode = TextureWrapMode.Clamp,
filterMode = FilterMode.Bilinear,
enableRandomWrite = true,
};
DistortedTexture.Create();
Target.texture = DistortedTexture;
}

private void LateUpdate()
{
SensorCamera.stereoSeparation = 0f;
SensorCamera.RenderToCubemap(CubemapTexture, 63, Camera.MonoOrStereoscopicEye.Left);
len.UnifiedProjectionDistort(CubemapTexture, DistortedTexture);
}

@jiayiyi1991 Yes, the older Unity render pipeline had this functionality but things are different with HDRP. We are looking into the exposure issues with a fisheye camera effect.

@EricBoiseLGSVL thank you! I‘ll do some tests by old pipeline, and study on Lens Distortion simulation.

Sounds good. We are looking into it also. We have found that Unity is getting different exposure values at different locations, you will need to force HDRP exposure to be a constant

Sounds good. We are looking into it also. We have found that Unity is getting different exposure values at different locations, you will need to force HDRP exposure to be a constant

yes, It looks better:
(fov270, xi:1, DistortionParameters: -0.25349f, 0.11868f, 0, 0)
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hi can any one help me how to setup dome tools ??

@sanjay1794 Can you explain dome tools please? @jiayiyi1991 set the sensor config parameters and made an adjustment to the HDRP post processing effect Exposure.

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