Comments (3)
that's taken care of in the postprocessing code. Essentially what happens is we take the game car positions and use that to get a volume from the depth buffer, then use the stencil buffer to more fully restrict pixels to just cars. The depth buffer part gets us a single instance the stencil buffer part lets us know it's a car, and get the edges very sharp
from gtavisionexport.
https://fcav.engin.umich.edu/sim-dataset
the author provided 10k ~ 200k image / box / segment data, make postprocessing to get anything you want
from gtavisionexport.
If you need the full dataset we can provide it, but it's so huge and much of the data is of lower quality.
(I am one of the authors, Charles Barto)
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Related Issues (20)
- color and depth not synchronized HOT 8
- what is inside constant buffer?
- 3D Bounding boxes
- HRESULT 0x80004002 HOT 1
- module machine type 'x64' conflicts with target machine type 'x86' HOT 2
- where can we get the intrinsic parameter of the camera?
- Possible to get road segmentation? HOT 5
- Stencil and depth data
- Managed plugin could not be loaded
- Only NativeUI managed to load HOT 9
- Version problem about managed branch HOT 1
- When I press the N key,The following error may occur in the WriteToTiff method of ImageUtils. Try and fail several times. Is there a better solution
- GTA V does not start (launch) with GTAVisionNative.asi HOT 1
- Can you release a compailed asi file?
- No need for "experimental" here. HOT 1
- How to export specular map HOT 1
- GTA internal camera intrinsic matrix
- Native part generates color.raw and depth.raw with only pixels and stencil.raw totaly black HOT 1
- how to change the camera into the Orthophoto projection ?
- Depth distorted HOT 1
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