Close #144 add sample output images to docs
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@ -9,7 +9,7 @@ This document describes the details of the different cameras/sensors currently
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available as well as the resulting images produced by them.
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Although we plan to extend the sensor suite of CARLA in the near future, at the
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moment there are three different sensors available. These three sensors are
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moment there are only 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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@ -38,6 +38,8 @@ more human readable palette of colors. It can be found at
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Scene final
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-----------
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<br>
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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. These are actually
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stored on the Level, in an actor called [PostProcessVolume][postprolink] and not
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@ -55,6 +57,8 @@ in the Camera. We use the following post process effects:
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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
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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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@ -81,12 +85,14 @@ Our max render distance (far) is 1km.
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Semantic segmentation
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---------------------
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The "semantic segmentation" camera classifies every object in the view by
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displaying it in a different color according to the object class. E.g.,
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pedestrians appear in a different color than vehicles.
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The server provides an image with the tag information encoded in the red
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channel. A pixel with a red value of x displays an object with tag x. The
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The server provides an image with the tag information **encoded in the red
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channel**. A pixel with a red value of x displays an object with tag x. The
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following tags are currently available
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Value | Tag
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@ -106,6 +112,6 @@ Value | Tag
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12 | TrafficSigns
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This is implemented by tagging every object in the scene before hand (either at
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begin play or on spawn). The objects are classified by their relative file
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system path in the project. E.g., every mesh stored in the "pedestrians" folder
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it's tagged as pedestrian.
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begin play or on spawn). The objects are classified by their relative file path
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in the project. E.g., every mesh stored in the "Content/Static/Pedestrians"
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folder it's tagged as pedestrian.
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