Fix some documentation issues

This commit is contained in:
nsubiron 2017-11-17 14:38:05 +01:00
parent 5ae7596d47
commit 2c23fc1e0e
2 changed files with 19 additions and 22 deletions

View File

@ -13,9 +13,9 @@ moment there are three different sensors available. These three sensors are
implemented as different post-processing effects applied to scene capture
cameras.
* Scene final
* Depth map
* Semantic segmentation
* [Scene final](#scene-final)
* [Depth map](#depth-map)
* [Semantic segmentation](#semantic-segmentation)
!!! note
The images are sent by the server as a BGRA array of bytes. The provided
@ -24,8 +24,8 @@ cameras.
examples in the PythonClient folder showing how to parse the images.
There is a fourth post-processing effect available, _None_, which provides a
view with of the scene with no effect, not even lens effects like flares or DOF;
we will skip this one in the following descriptions.
view with of the scene with no effect, not even lens effects like flares or
depth of field; we will skip this one in the following descriptions.
We provide a tool to convert raw depth and semantic segmentation images to a
more human readable palette of colors. It can be found at
@ -39,28 +39,25 @@ Scene final
-----------
The "scene final" camera provides a view of the scene after applying some
post-processing effects to create a more realistic feel. Theese are actually stored on the Level, in an actor called [PostProcessVolume](https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/) and not in the Camera. We use the following post process effects:
post-processing effects to create a more realistic feel. These are actually
stored on the Level, in an actor called [PostProcessVolume][postprolink] and not
in the Camera. We use the following post process effects:
* **Vignette** Darkens the border of the screen.
* **Grain jitter** Adds a bit of noise to the render.
* **Bloom** Intense lights burn the area around them.
* **Auto exposure** Modifies the image gamma to simulate the eye adaptation to darker or brighter areas.
* **Lens flares** Simulates the reflection of bright objects on the lens.
* **Depth of field** Blurs objects near or very far away of the camera.
- Vignette
Darkens the border of the screen.
- grain jitter
Adds a bit of noise to the render.
- Bloom
Intense lights burn the area arround them.
- AutoExposure
Modifies the image gamma to simulate the eye adaptation to darker or brighter areas.
- Lens Flares
Siumlates the reflection of bright objects on the lens.
- Depth of Field
Blurs objects near or very far away of the camera.
[postprolink]: https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/
Depth map
---------
The "depth map" camera provides an image with 24 bit floating precision point codified in the 3 channels of the RGB color space.
The order from less to more significant bytes is R -> G -> B.
The "depth map" camera provides an image with 24 bit floating precision point
codified in the 3 channels of the RGB color space. The order from less to more
significant bytes is R -> G -> B.
| R | G | B | int24 | |
|----------|----------|----------|----------|------------|

View File

@ -47,7 +47,7 @@ Note that UE4 itself and the UE4 free automotive materials follow their own
license terms.
CARLA uses free automotive materials from Epic Games. For compiling CARLA, these
materials must be dowloanded from the UE4 marketplace and manually linked in
materials must be downloaded from the UE4 marketplace and manually linked in
CARLA following the instructions provided in the documentation.
CARLA uses pedestrians created with Adobe Fuse, which is a free tool for that