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Port LensFlareSensorPlugin from gazebo-classic to a LensFlare system #1909
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Hi @scpeters, I would like to work on this issue. From what I understood one would have to create a Am I headed in the right direction with this implementation? |
yes that's the right idea. One difference is that the LensFlarePass must be added to the camera in the render thread instead of In this example, the system connects to a render event so all rendering operations are done in the callback function in the render thread. It retrieves the name of the camera based on its entity id (you should be able to do this in |
Hooray! Thanks for volunteering, and please follow Ian's advice as he knows more than I do about this topic. |
Thank you @iche033 for the detailed advice!
Sure will do and make a PR as soon as possible! |
@scpeters @iche033 I was able to add the LensFlare System to gz-sim. I have also ported the example sdf from I am not sure why but the effect was somewhat more prominent in the Wide Angle Camera as compared to others. I'll create a PR soon after adding the integration tests! |
awesome thanks for the work! I'll take a look at the PR once it's up |
lens_flare system added in #1933 |
Desired behavior
There is support for lens flares in gazebo-classic (see the lensflare_plugin.world example world). Support for lens flares has been added to gz-rendering's harmonic (
main
) branch in gazebosim/gz-rendering#730, but in order to use it, we should port the LensFlareSensorPlugin to a gz-sim. It should not be too difficult to implement.Alternatives considered
Implementation suggestion
Additional context
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