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JonathanHUnity avatar JonathanHUnity commented on May 26, 2024 2

Hi there, I'm glad you found a workaround. Much of the Perception package has been designed with multiple cameras in mind, but we still have a few issues to work out. Your approach of using the Camera's instance ID is a good one.

And yes, you will need to assign RenderTextures to each camera, at least making sure that no more than one camera is rendering to the same Display.

No guarantees, but we will try to get official support in for the next release, which should be around the first week of September.

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JonathanHUnity avatar JonathanHUnity commented on May 26, 2024 2

Thanks everyone for your feedback on this. Multiple simultaneous camera support has been added in the latest 0.9.0 release of the package. Try it out and let us know if you run into more issues.

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jamesheatonrdm avatar jamesheatonrdm commented on May 26, 2024 1

Sorry I have found it and now include the instance ID in the filename, however when it comes to using the BoundingBoxLabeler, in the JSON files produces the filename does not reflect this change. Was this an issue you also encountered?
Thanks for the quick response.

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Lunar2kPS avatar Lunar2kPS commented on May 26, 2024

NOTE: Setting up multiple RenderTexture assets in the project and assigning unique RenderTextures to each Camera component seems to solve our issues.

Otherwise, it seems they might use the same underlying frame buffer and overwrite each other.

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Lunar2kPS avatar Lunar2kPS commented on May 26, 2024

Ooh, this is amazing news, thanks so much for the fast & detailed response!

Goodluck with implementing it :).

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Lunar2kPS avatar Lunar2kPS commented on May 26, 2024

Ahh silly me, just an extra note that you're probably aware of:

When my PerceptionCameras used semantic segmentation, support would need to include a fix for this error:
image

Hope this helps!

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jamesheatonrdm avatar jamesheatonrdm commented on May 26, 2024

I am also having the same problem. Could you tell me what you edited in PerceptionCamera using the InstanceID?

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Lunar2kPS avatar Lunar2kPS commented on May 26, 2024

@jamesheatonrdm Ah, I can't remember and no longer have access to the repo where we made the change.

However, if you have the Perception package source, see PerceptionCamera.cs and try to find the file/folder path it does use, and change it there using GetInstanceID().

Apologies for the vague answer!

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jamesheatonrdm avatar jamesheatonrdm commented on May 26, 2024

I do now see that the json files include the sensor id with the filename for each camera, so I can use that to determine which camera is producing which images and their bounding boxes.

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Lunar2kPS avatar Lunar2kPS commented on May 26, 2024

You're welcome! Huh, interesting.. it does sound familiar.

Is it possible to see how it produces this JSON file, to ensure it's referencing the proper file name? 🤔
I unfortunately don't have any specifics though to help. Goodluck though, you're definitely on the right track!

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WeiKin007 avatar WeiKin007 commented on May 26, 2024

When using using Render Textures to output and write ground truth images from multiple Camera at once, the images produced seem to be very dim compared to outputing to different Displays?

Using render textures
rgb_21

Using displays and no render texture
rgb_601

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SCRktkt avatar SCRktkt commented on May 26, 2024

WeiKin,
I'm trying to pin down why this is happening, and am curious about the colorspace you are using. The darkness looks possibly like the difference between Linear and Gamma, however a Render Texture should follow the colorspace of the project. I have a few questions to try to pin this down:

  1. What colorspace is your project using? You can find this under Edit > Project Settings > Player > Other Settings
  2. How are you creating the Render Textures, in Editor or via code?
  3. Do your Render Textures (if you can view them in the Editor) match the colorspace of the project?
    image
  4. In creating the Render Texture, have you specified the color format?
  5. Do all of your cameras share the same settings for ISO, shutter speed, aperture, etc.?
  6. Are you using any Tone Mapping in post processing that would affect a camera using the Display versus a Render Texture?

Sincerely,
Adam

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WeiKin007 avatar WeiKin007 commented on May 26, 2024
  • The render texture looks the same as what you have with the color space of the project and texture both being Linear.
  • I am creating the Render Textures in the Editor, and only changing the size and nothing else.
  • The cameras are all duplicated and have their outputs just changed to fit a new render texture for each camera, so they all have the same settings
  • No I don't think I have added any post processing other than whatever is default in the HDRP project settings

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harry83017622 avatar harry83017622 commented on May 26, 2024

Thanks for your updating new features. It saves my life. However, after import perception library with 0.9.0-preview.2 version. An error says

Library/PackageCache/[email protected]/Runtime/Randomization/Samplers/ISampler.cs(40,22): error CS0106: The modifier 'public' is not valid for this item

Then, I tried to remove the modifier 'public'. But it recovered after my unity compiled the code. So, I comment all line with modifier in the interface ISampler, then It works. However, I guess this may lose the functionality of the random sampler.

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JonathanHUnity avatar JonathanHUnity commented on May 26, 2024

Thanks for the report. We are looking into it.

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JonathanHUnity avatar JonathanHUnity commented on May 26, 2024

The latest package supports only 2020.3.17f1 and beyond. Please update to this version of Unity to fix the compilation error @harry83017622

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