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Hello, thanks for the great work of lidar simulation with raycasting on GPU.
do you have a detailed backend model description of the lidar simulation? like the one we saw in Carlar lidar.
like, how distance/lidar wavelenth/ incident target angle/target material/ multi return / motion distortion is considered and modelled?
The text was updated successfully, but these errors were encountered:
As for the intensity, RGL provides a very simple model - a readout from user-provided texture multiplied by the cosine of incident angle.
Motion distortion is implemented via distorting ray pattern, but the computation still occurs on a static scene - so only the lidar's velocity is taken into account.
Multi-return is implemented via ray subsampling (roughly uniform) inside the laser beam cone.
If you are interested in more advanced lidar simulation, please reach out to us via an email.
Hello, thanks for the great work of lidar simulation with raycasting on GPU.
do you have a detailed backend model description of the lidar simulation? like the one we saw in Carlar lidar.
like, how distance/lidar wavelenth/ incident target angle/target material/ multi return / motion distortion is considered and modelled?
The text was updated successfully, but these errors were encountered: