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Velodyne rays don't detect actor animations

asked 2016-07-20 16:51:01 -0500

florian7 gravatar image

updated 2016-07-20 16:51:27 -0500

Hi all,

I followed the steps in the actor tutorial on Gazebo8 http://gazebosim.org/tutorials?tut=ac...

and I can spawn animated characters that move in front of a simulated Kinect sensor and a Velodyne (VLP16, block laser sensor). The Kinect depth image can clearly detect the animated character, however the Velodyne rays can't. Looking back at the tutorial, it says that "They [animated characters] will, however, have a 3D visualization which can be seen by RGB cameras, and 3D meshes which can be detected by GPU based depth sensors."

Does that mean that non-GPU based laser sensors will not be able to see the animated character? If not, is there a reason why the block laser would not see it?

Thanks!

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Have you found any solution on that?

klapetos gravatar imageklapetos ( 2017-12-06 12:34:34 -0500 )edit

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answered 2016-07-20 17:03:55 -0500

Yes, at the moment non-GPU sensors cannot see actor skeleton animations.

The reason is that non-GPU sensors locate collision shapes, which are managed by the physics engine. Animated skeletons in actors don't have collisions (for now). But other links animated within an actor may have collisions which should be seen by non-GPU sensors.

GPU based sensors, on the other hand, use visual shapes, which are managed by the render engine, and actor skeletons have those.

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Thanks for the clarification! Do you think writing a new, GPU-enabled, block laser plugin for gazebo is the way to go, then? Is there a technical reason OSRF hasn't implemented this already? Or is it due to something else?

florian7 gravatar imageflorian7 ( 2016-07-20 17:48:53 -0500 )edit
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Asked: 2016-07-20 16:51:01 -0500

Seen: 262 times

Last updated: Jul 20 '16