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Incorrect wide angle camera lens flare occlusion after camera movement #3310
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scpeters
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Mar 30, 2023
This adds a model with wide-angle cameras updated at 1 Hz that demonstrate the bug reported in #3310 when moved back and forth. Signed-off-by: Steve Peters <scpeters@openrobotics.org>
I added an additional model with a pair of wide-angle cameras updated at 1 Hz to a test world in a43e4a3 and was able to reproduce the issue: wide-angle-lens-flare-occlusion-lag-720.mov |
there is a fix in review in #3325 |
scpeters
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May 25, 2023
* Force update of wide angle dummy camera Signed-off-by: Audrow Nash <audrow@intrinsic.ai> * Add test using cameras with slow update rate The test adds a model with wide-angle cameras updated at 1 Hz that demonstrate the bug reported in #3310 when moved back and forth. The lag effect is tested by loading with --lockstep and the cameras initially occluded, moving the cameras to an unoccluded pose while paused, and then confirming that the next image correctly has lens flare. Signed-off-by: Steve Peters <scpeters@openrobotics.org> Co-authored-by: Steve Peters <scpeters@openrobotics.org>
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Environment
Description
Steps to reproduce
After moving your robot this call to
occlusionScale
will sometimes give an incorrect result: https://github.com/gazebosim/gazebo-classic/blob/gazebo11/gazebo/rendering/LensFlare.cc#L314If you inspect the view matrix just before that call to
occlusionScale
, it will not be up to date. Move your robot, trigger an image, and then trigger a second image. You should see that the view matrix changes between image triggers. Here's some code for inspecting the view matrix:Digging a little deeper, you can see that in
Scene::FirstContact
https://github.com/gazebosim/gazebo-classic/blob/gazebo11/gazebo/rendering/Scene.cc#L1217 theorigin
anddir
used to compute occlusions are incorrect during the first image trigger because the view matrix is incorrect.Output
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