Fix some documentation issues
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@ -13,9 +13,9 @@ moment there are three different sensors available. These three sensors are
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implemented as different post-processing effects applied to scene capture
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cameras.
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* Scene final
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* Depth map
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* Semantic segmentation
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* [Scene final](#scene-final)
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* [Depth map](#depth-map)
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* [Semantic segmentation](#semantic-segmentation)
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!!! note
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The images are sent by the server as a BGRA array of bytes. The provided
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@ -24,8 +24,8 @@ cameras.
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examples in the PythonClient folder showing how to parse the images.
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There is a fourth post-processing effect available, _None_, which provides a
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view with of the scene with no effect, not even lens effects like flares or DOF;
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we will skip this one in the following descriptions.
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view with of the scene with no effect, not even lens effects like flares or
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depth of field; we will skip this one in the following descriptions.
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We provide a tool to convert raw depth and semantic segmentation images to a
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more human readable palette of colors. It can be found at
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@ -39,28 +39,25 @@ Scene final
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-----------
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The "scene final" camera provides a view of the scene after applying some
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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:
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post-processing effects to create a more realistic feel. These are actually
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stored on the Level, in an actor called [PostProcessVolume][postprolink] and not
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in the Camera. We use the following post process effects:
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* **Vignette** Darkens the border of the screen.
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* **Grain jitter** Adds a bit of noise to the render.
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* **Bloom** Intense lights burn the area around them.
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* **Auto exposure** Modifies the image gamma to simulate the eye adaptation to darker or brighter areas.
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* **Lens flares** Simulates the reflection of bright objects on the lens.
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* **Depth of field** Blurs objects near or very far away of the camera.
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- Vignette
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Darkens the border of the screen.
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- grain jitter
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Adds a bit of noise to the render.
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- Bloom
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Intense lights burn the area arround them.
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- AutoExposure
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Modifies the image gamma to simulate the eye adaptation to darker or brighter areas.
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- Lens Flares
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Siumlates the reflection of bright objects on the lens.
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- Depth of Field
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Blurs objects near or very far away of the camera.
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[postprolink]: https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/
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Depth map
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---------
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The "depth map" camera provides an image with 24 bit floating precision point codified in the 3 channels of the RGB color space.
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The order from less to more significant bytes is R -> G -> B.
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The "depth map" camera provides an image with 24 bit floating precision point
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codified in the 3 channels of the RGB color space. The order from less to more
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significant bytes is R -> G -> B.
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| R | G | B | int24 | |
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|----------|----------|----------|----------|------------|
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@ -47,7 +47,7 @@ Note that UE4 itself and the UE4 free automotive materials follow their own
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license terms.
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CARLA uses free automotive materials from Epic Games. For compiling CARLA, these
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materials must be dowloanded from the UE4 marketplace and manually linked in
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materials must be downloaded from the UE4 marketplace and manually linked in
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CARLA following the instructions provided in the documentation.
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CARLA uses pedestrians created with Adobe Fuse, which is a free tool for that
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