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Port Ambient Occlusion plugin from gazebo-classic #938

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iche033 opened this issue Oct 31, 2023 · 0 comments
Open

Port Ambient Occlusion plugin from gazebo-classic #938

iche033 opened this issue Oct 31, 2023 · 0 comments
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enhancement New feature or request help wanted Extra attention is needed

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@iche033
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iche033 commented Oct 31, 2023

Desired behavior

Port the Ambient Occlusion plugin from gazebo-classic to gz-rendering and offer an API to create ambient occlusion for a scene

Alternatives considered

Implement a new ambient occlusion method directly in gz-rendering

Implementation suggestion

Start off by porting the ambient occlusion plugin from gazebo-classic to ogre (ogre 1.x implementation in gz-rendering):
Source code:

Media files:

This will help fleshout the API in Scene. As of gz-rendering8 there are currently a couple of functions to create global illumination (GI) in scene, namely CreateGlobalIlluminationVct, and CreateGlobalIlluminationCiVct. Since ambient occlusion can be treated as an approximation of GI, we could consider having a generic API that takes a GI type like:

 GlobalIlluminationPtr Scene::CreateGlobalIllumination(unsigned int _id, const std::string &_name, GlobalIlluminationType _type)

After the implementation is ported to ogre, the code and shaders will need to be ported to ogre2.

Additional context

Original pull request with screenshots: https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/pull-requests/2916/page/1

@iche033 iche033 added the enhancement New feature or request label Oct 31, 2023
@azeey azeey added the help wanted Extra attention is needed label Nov 10, 2023
@azeey azeey moved this from Inbox to To do in Core development Nov 10, 2023
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Labels
enhancement New feature or request help wanted Extra attention is needed
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