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    Jason Ren
    @jason718
    Hi guys, Hi Weichao, This is Jason
    I don't really get this , "making Unreal Editor the active window"
    Does it mean "play in selected viewport"
    Weichao Qiu
    @qiuwch
    I mean, use ctrl-tab to switch to the Unreal Editor after the script starts running.
    Jason Ren
    @jason718
    I see... I will test this after dinner and tell you the results.
    Jason Ren
    @jason718
    active editor window + high quality setting, I got ~2 fps. It's still not as fast as Weichao described (10 fps). Are there any other tricks that can speed up this? Or this is caused by hardware difference?
    Weichao Qiu
    @qiuwch
    @jason718 What map are you using? Let me try it on my side.
    Jason Ren
    @jason718
    @qiuwch I am trying on some maps (like urban city from PolyPixel) from the market.
    Weichao Qiu
    @qiuwch
    @jason718 I don't have this map, but I will try a map with similar scale and let you know later.
    Jason Ren
    @jason718
    @qiuwch Awesome! thanks! Acutally what I did is ‘vset’ the camera first and ‘vget’ the ‘lit’ picture. Every second I can got 1.5~2 pics
    Weichao Qiu
    @qiuwch
    @jason718 Did you also use ground truth?
    Jason Ren
    @jason718
    @qiuwch I am not sure what does “ground truth” mean here. But before extraction, the program read trajectories from *.json file
    Weichao Qiu
    @qiuwch
    I mean do you use depth, object_mask, etc. Or do you just use RGB image?
    Jason Ren
    @jason718
    Yep, I just use RGB pics
    Weichao Qiu
    @qiuwch
    Ok, l see.
    Jason Ren
    @jason718
    @qiuwch On windows, it's a little bit faster. the average speed is 0.4 second/ img ( 2.5 fps). the peak perforamance can be ~5 fps.
    Weichao Qiu
    @qiuwch
    Hi, @jason718 , sorry for late reply, I was busy with a project due yesterday. I got 8-9 fps in SunTemple during my testing. This is the script I used for testing. https://gist.github.com/qiuwch/10eb67e42ec2540e9e828ae827f3b64b
    My setting is project: SunTemple, UE4 version: 4.12, Windows 10, 500G SSD, Titan X * 1.
    I will spend my weekend optimizing speed, but not sure how soon I can get some progress. I can show you how to change resolution.
    Jason Ren
    @jason718
    @qiuwch Interesting. It seems like the fps is highly depend on map and hardware. BTW, how to change resolution and recompile on linux?
    Weichao Qiu
    @qiuwch
    @jason718 The resolution is currently hard coded in https://github.com/unrealcv/unrealcv/blob/master/Source/UnrealCV/Private/GTCaptureComponent.cpp. You can use the Makefile in the root folder to make the plugin (no document yet). I am traveling today and can not write in much details, sorry.
    ayush-agrawal
    @ayush-agrawal
    Is there a similar tutorial/file written for MATLAB as this one: https://github.com/unrealcv/unrealcv/blob/master/client/examples/generate-images.ipynb ? In particular, the dynamics of my agent (a humanoid robot) is written in MATLAB and I'm trying to generate synthetic dataset of images of the environment from a (virtual) camera on the robot.
    revilokeb
    @revilokeb
    @ayush-agrawal I am pretty sure there isnt yet, at least I havent come across so far. But it shouldnt be too hard to convert to Matlab from Python?
    ayush-agrawal
    @ayush-agrawal
    Has anybody gotten around with this issue unrealcv/unrealcv#40 ?
    ayush-agrawal
    @ayush-agrawal
    My bad, I was using an older version of the plugin. Works fine with v0.3.0
    Jason Ren
    @jason718
    @qiuwch Hi Weichao, any idea about how to automatically place shapenet models( or generally *.obj) into a existing game map?
    Weichao Qiu
    @qiuwch
    @jason718 I did not try to do it automatically. I manually imported a few ShapeNet models (*.obj) before. Many models of shapenet v1 have incorrect surface normal, but v2 is right. Are you interested in importing a lot of shapenet models to UE4?