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How do adquire the same texture

Hi there

We are developing a photogrammetry system and simulated the acquisitions using Gazebo to test. but we are having some problems with textures. To test this problem we develop a world with a camera and a box and adding texture tu this box using Blender. We have a texture of 1024x768 pixels in a rectangle of 1024x768 mm, 1 px/mm of texture/area. We construct a camera with a resolution of 1024x768, horizontal_fov 0.9716247946 rad and positioned 0.96965819 away from the rectangle, producing a GSD (Ground Sample Distance) factor of 1 mm / px.

When we acquire the image, it suppose to have the same pixels as the original texture image, but when we subtract the original image and the acquire, we suppose to have a black answer representing the resulting from the a subtraction with remainder 0. Unfortunately we are not having this result. Below is the result of the subtraction.

image description

There is a way to solve our problem? Or when we run the simulation, Gazebo works as a low pass band filter for textures?

Thanks for your time and help

How do adquire the same texture

Hi there

We are developing a photogrammetry system and simulated the acquisitions using Gazebo to test. but we are having some problems with textures. To test this problem we develop a world with a camera and a box and adding texture tu this box using Blender. We have a texture of 1024x768 pixels in a rectangle of 1024x768 mm, 1 px/mm of texture/area. We construct a camera with a resolution of 1024x768, horizontal_fov 0.9716247946 rad and positioned 0.96965819 away from the rectangle, producing a GSD (Ground Sample Distance) factor of 1 mm / px.

When we acquire the image, it suppose to have the same pixels as the original texture image, but when we subtract the original image and the acquire, we suppose to have a black answer representing the resulting from the a subtraction with remainder 0. Unfortunately we are not having this result. Below is the result of the subtraction.

image description

There is a way to solve our problem? Or when we run the simulation, Gazebo works as a low pass band filter for textures?

Thanks for your time and help