CARLA Simulator: Difference between revisions
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===RGB Image=== | ===RGB Image=== | ||
;Disabling Effects for Stitching | |||
See [https://github.com/carla-simulator/carla/issues/2185 Disable all lens simulating effects on cameras ] | |||
<pre> | |||
# carla/CarlaUE4/Config/DefaultEngine.ini | |||
# Add to section [/Script/Engine.RendererSettings] | |||
r.BlackBorders=0 | |||
r.DepthOfFieldQuality=0 | |||
r.DisableDistortion=1 | |||
r.MotionBlurQuality=0 | |||
r.SceneColorFringeQuality=0 # might be chromatic aberrations | |||
r.Tonemapper.Quality=0 # might be vignette | |||
</pre> | |||
===Depth Image=== | ===Depth Image=== | ||
Depths images encode as z-depth to camera as 8-bit images. | Depths images encode as z-depth to camera as 8-bit images. |
Revision as of 04:16, 25 July 2020
CARLA is a simulator for self-driving cars.
Getting Started
Installation
Follow the steps at QuickStart.
pip install --user pygame numpy sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys 92635A407F7A020C sudo add-apt-repository "deb [arch=amd64 trusted=yes] http://dist.carla.org/carla-0.9.9/ all main" sudo apt-get update sudo apt-get install carla-simulator cd /opt/carla-simulator
Running a simulation
- Start the server by running
/opt/carla-simulator/bin/CarlaUE4.sh
Now you will need to write a client in Python. The client handles setting up the scene and all sensor data. See Tutorial: Retrieve Data and scroll down to tutorial_ego.py.
- Notes
- If you want a clean shutdown, you need to disable autopilot on the ego_vehicle before you destroy it.
Build From Source
To develop vehicles or make significant changes, you will want to build from source.
- Get Unreal Engine cloning the UnrealEngine repo and building it.
- You will need an Epic Games account linked to your GitHub to have access to the source code.
- Clone the carla repo and download assets.
# Launch Unreal Engine make launch # Build Carla make package
Sensors
RGB Image
- Disabling Effects for Stitching
See Disable all lens simulating effects on cameras
# carla/CarlaUE4/Config/DefaultEngine.ini # Add to section [/Script/Engine.RendererSettings] r.BlackBorders=0 r.DepthOfFieldQuality=0 r.DisableDistortion=1 r.MotionBlurQuality=0 r.SceneColorFringeQuality=0 # might be chromatic aberrations r.Tonemapper.Quality=0 # might be vignette
Depth Image
Depths images encode as z-depth to camera as 8-bit images.
To get the meters from the 8-bit RGB image, apply the following formula:
normalized = (R + G * 256 + B * 256 * 256) / (256 * 256 * 256 - 1) in_meters = 1000 * normalized
I recommend resaving the depth images as 16-bit PNG images.
This makes the depth values less sensitive to rounding errors, even though 8-bit PNG images are lossless.
To convert depth values to euclidean distance, you need to divide by \(\cos(\theta)\) where \(\theta\) is the angle to the center of the image.
Below is code to convert z-depth to euclidean depth for an equirectangular image stitched from cubemaps.
Adapt it accordingly.
theta, phi = np.meshgrid((np.arange(width) + 0.5) * (2 * np.pi / width),
(np.arange(height) + 0.5) * (np.pi / height))
uvs, uv_sides = my_helpers.spherical_to_cubemap(theta.reshape(-1),
phi.reshape(-1))
cubemap_uvs = uvs.reshape(height, width, 2)
# cubemap_uv_sides = uv_sides.reshape(height, width)
world_coords = my_helpers.spherical_to_cartesian(
cubemap_uvs[:, :, 0] * np.pi / 2 + np.pi / 4,
cubemap_uvs[:, :, 1] * np.pi / 2 + np.pi / 4)
cos_angle = world_coords @ np.array([0, 0, 1], dtype=np.float32)
return depth_image / cos_angle[np.newaxis, :, :, np.newaxis]
- Here
cubemap_uvs
are the UVs of each equirectangular pixel within the cubemap.
Spherical to cubemap is defined as follows:
def spherical_to_cubemap(theta, phi):
"""Converts spherical coordinates to cubemap coordinates.
Args:
theta: Longitude (azimuthal angle) in radians. [0, 2pi]
phi: Latitude (altitude angle) in radians. [0, pi]
Returns:
uv: UVS in channel_last format
idx: Side of the cubemap
"""
u = np.zeros(theta.shape, dtype=np.float32)
v = np.zeros(theta.shape, dtype=np.float32)
side = np.zeros(theta.shape, dtype=np.float32)
side[:] = -1
for i in range(0, 4):
indices = np.logical_or(
np.logical_and(theta >= i * np.pi / 2 - np.pi / 4, theta <=
(i + 1) * np.pi / 2 - np.pi / 4),
np.logical_and(theta >= i * np.pi / 2 - np.pi / 4 + 2 * np.pi, theta <=
(i + 1) * np.pi / 2 - np.pi / 4 + 2 * np.pi))
u[indices] = np.tan(theta[indices] - i * np.pi / 2)
v[indices] = 1 / (
np.tan(phi[indices]) * np.cos(theta[indices] - i * np.pi / 2))
side[indices] = i + 1
top_indices = np.logical_or(phi < np.pi / 4, v >= 1)
u[top_indices] = -np.tan(phi[top_indices]) * np.sin(theta[top_indices] -
np.pi)
v[top_indices] = np.tan(phi[top_indices]) * np.cos(theta[top_indices] - np.pi)
side[top_indices] = 0
bottom_indices = np.logical_or(phi >= 3 * np.pi / 4, v <= -1)
u[bottom_indices] = -np.tan(phi[bottom_indices]) * np.sin(
theta[bottom_indices])
v[bottom_indices] = -np.tan(phi[bottom_indices]) * np.cos(
theta[bottom_indices])
side[bottom_indices] = 5
assert not np.any(side < 0), "Side less than 0"
return np.stack(((u + 1) / 2, (-v + 1) / 2), axis=-1), side
Fixed time step
Normal games run at realtime, i.e. frames are generated as fast as possble (or limited by vsync) and the time between frames set based on the elapsed time. For demos and games, this is fine. However for simulations, you will want to fix the time between frames to a constant value. This allows faster-than-realtime simulations on more powerful hardware and slower-than-realtime simulations on slower hardware.
Below sets the timestep to 1/30
seconds per frame on the server.
./CarlaUE4.sh -benchmark -fps=30
Alternatively, you can do this on the client by modifying the time step setting of your world.
settings = world.get_settings() settings.fixed_delta_seconds = 0.05 world.apply_settings(settings)
If your client needs to record data every frame, you may want to use #synchronous mode.
Synchronous Mode
Synchronous mode will force the server to wait for world.tick()
on the client rather than run as fast as possible.
This is ideal if you need to do something per-frame which causes your client to be slower than your server.
settings = world.get_settings() settings.fixed_delta_seconds = 1 / 30 settings.synchronous_mode = True # Enables synchronous mode world.apply_settings(settings)
If you are using the built in traffic manager for autopilot, you will need to set that to synchronous mode as well:
tm = client.get_trafficmanager()
tm.set_synchronous_mode(True)
See spawn_npc.py for an example of synchronous mode.
Troubleshooting
trying to create rpc server for traffic manager; but the system failed to create because of bind error
onclient.get_trafficmanager()
- kill the program using port 8000
lsof -i :8000
- kill the program using port 8000
Coordinate System
Carla is based on UE4 which uses a left-handed coordinate system. Specifically, up is +z, forward is +x, and right is +y.
To convert (yaw, pitch, roll) rotations to a right-handed coordinate system, just use (-yaw, pitch, -roll)