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Apply object scale even when using the global occlusion distance.

/keypoint_self_occlusion
Jon Hogins 4 年前
当前提交
7cf3431c
共有 10 个文件被更改,包括 758 次插入462 次删除
  1. 64
      TestProjects/PerceptionHDRP/Assets/Prefabs/KeypointCube.prefab
  2. 145
      TestProjects/PerceptionHDRP/Assets/Scenes/PoseSample.unity
  3. 3
      TestProjects/PerceptionHDRP/ProjectSettings/EditorBuildSettings.asset
  4. 179
      TestProjects/PerceptionURP/Assets/Prefabs/KeypointCube.prefab
  5. 548
      TestProjects/PerceptionURP/Assets/Scenes/PoseSample.unity
  6. 241
      TestProjects/PerceptionURP/Assets/Scenes/SampleScene.unity
  7. 5
      TestProjects/PerceptionURP/ProjectSettings/EditorBuildSettings.asset
  8. 2
      TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset
  9. 29
      com.unity.perception/Runtime/GroundTruth/Labelers/KeypointLabeler.cs
  10. 4
      com.unity.perception/Tests/Runtime/GroundTruthTests/KeypointGroundTruthTests.cs

64
TestProjects/PerceptionHDRP/Assets/Prefabs/KeypointCube.prefab


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145
TestProjects/PerceptionHDRP/Assets/Scenes/PoseSample.unity


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548
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241
TestProjects/PerceptionURP/Assets/Scenes/SampleScene.unity


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5
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2
TestProjects/PerceptionURP/ProjectSettings/QualitySettings.asset


skinWeights: 2
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29
com.unity.perception/Runtime/GroundTruth/Labelers/KeypointLabeler.cs


float jointSelfOcclusionDistance;
var jointTransform = joint.transform;
var jointPosition = jointTransform.position;
if (joint.selfOcclusionDistanceSource == SelfOcclusionDistanceSource.JointLabel)
float resolvedSelfOcclusionDistance;
switch (joint.selfOcclusionDistanceSource)
//apply the scale of the object to the normalized ray from the object to the camera to compute
//the actual self-occlusion distance
case SelfOcclusionDistanceSource.JointLabel:
resolvedSelfOcclusionDistance = joint.selfOcclusionDistance;
break;
case SelfOcclusionDistanceSource.KeypointLabeler:
resolvedSelfOcclusionDistance = selfOcclusionDistance;
break;
default:
throw new NotImplementedException("Invalid SelfOcclusionDistanceSource");
}
var depthOfJoint = Vector3.Dot(jointPosition - cameraPosition, cameraforward);
var cameraEffectivePosition = jointPosition + (-cameraforward * depthOfJoint);
var depthOfJoint = Vector3.Dot(jointPosition - cameraPosition, cameraforward);
var cameraEffectivePosition = jointPosition - cameraforward * depthOfJoint;
var jointRelativeCameraPosition = jointTransform.InverseTransformPoint(cameraEffectivePosition);
var jointRelativeCheckPosition = jointRelativeCameraPosition.normalized * joint.selfOcclusionDistance;
var worldSpaceCheckVector = jointTransform.TransformVector(jointRelativeCheckPosition);
jointSelfOcclusionDistance = worldSpaceCheckVector.magnitude;
}
else
jointSelfOcclusionDistance = selfOcclusionDistance;
var jointRelativeCameraPosition = jointTransform.InverseTransformPoint(cameraEffectivePosition);
var jointRelativeCheckPosition = jointRelativeCameraPosition.normalized * resolvedSelfOcclusionDistance;
var worldSpaceCheckVector = jointTransform.TransformVector(jointRelativeCheckPosition);
jointSelfOcclusionDistance = worldSpaceCheckVector.magnitude;
InitKeypoint(jointPosition, cachedData, checkLocationsSlice, idx, jointSelfOcclusionDistance);
}

4
com.unity.perception/Tests/Runtime/GroundTruthTests/KeypointGroundTruthTests.cs


0.2f,
0.3f,
60f,
false);
true);
yield return (
CheckDistanceType.Global,
Vector3.zero,

0.3f,
60f,
false);
true);
yield return (
CheckDistanceType.JointLabel,
Vector3.zero,

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