Eugene Teoh
Eugene Teoh
Seems to be relevant to https://github.com/awslabs/gluon-ts/issues/2048
Hi @JonathanHUnity, just wanted to point out that I have a similar use case as well. Having support for dynamically adding labels to the label config during runtime would be...
> ```cs > float3x3 GetIntrinsic(Camera cam) > { > float pixel_aspect_ratio = (float)cam.pixelWidth / (float)cam.pixelHeight; > > float alpha_u = cam.focalLength * ((float)cam.pixelWidth / cam.sensorSize.x); > float alpha_v = cam.focalLength...
> Hi @FedericoVasile1, yes I think it will be possible. Inside the depth labeler, I had a DepthTextureReadback() function, which is invoked when the channel's output texture is readback during...
> @eugeneteoh, have you tried the latest Perception 1.0, we now have a depth labeler which produces a depth image each frame Yes I'm using 1.0. Trying to access the...
I'm trying to send images (depth, normal etc) from Perception to a standardised `Observation` class (along with sensors from other packages/modalities), then pass it into an RL environment. Basically, all...
Thanks! I'm guessing it's related to [this](https://github.com/Unity-Technologies/com.unity.perception/blob/1.0.0-preview.1/com.unity.perception/Documentation~/Features/CustomEndpoints.md)? It seems like I would have to create a C# node to be able to consume the data, which is an overkill for...
Hi there, I think I'm having the same problem. If the PerceptionCamera is not on display 1, it shows a black screen during play mode. Have you fixed it?
One workaround I found for now is to attach PerceptionCamera script to the other camera and turn on "Show Labeler Visualization". But this is not ideal at all.
I've encountered another problem which is related to this. When having multiple PerceptionCameras in the scene, the frames aren't captured (returns zeros) in an endpoint unless it's attached to Target...