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Broken depths and masks for specific objects in MegaPose-ShapeNet #112
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Hi Jaime, In the following zip-file you can find a python file and some .txt-files. The python file generates a .txt file for every shard. The lines in the shard-.txt represent the scenes and the corresponding broken depth mask indices (if there are any). If you have any questions, please do not hesitate to contact me! **EDIT: |
Thanks @astrophotoversum for preparing the script! Do you know how many broken depth images there are in the whole MegaPose dataset? Would it be possible to provide a list of the broken images (so everyone doesn't need to run the script)? We could link the list on the BOP website. |
Hi Tomas,you‘re welcome but sorry that it took so long!So the .zip-file already contains txt.-files for every shard each indicating the broken depth masks for every image. But I can also provide a list that only contains the broken shards/images.Cheers,LukasAm 06.07.2024 um 23:10 schrieb Tomas Hodan ***@***.***>:
Thanks @astrophotoversum for preparing the script!
Do you know how many broken depth images there are in the whole MegaPose dataset? Would it be possible to provide a list of the broken images (so everyone doesn't need to run the script)? We could link the list on the BOP website.
—Reply to this email directly, view it on GitHub, or unsubscribe.You are receiving this because you were mentioned.Message ID: ***@***.***>
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What is the difference between shards in |
Hi zuodexin, |
Hello,
I have been playing with the MegaPose partition that uses the objects from ShapeNet, and I have noticed that the depth renderings and the masks for certain objects are not correct. Here is an example from the image 000087_000019:
Depth:
Mask:
You can observe that at least 4 objects have an extremely noisy depth map, and the same happens with their mask (which I obtained from the original RLE with the script you provided). I suspect that this is due to some objects transparencies that led to incorrect rendering. The problem appears widespread enough, as I have seen an average of 2-3 broken objects for each scene.
Would it be possible for you to investigate on this issue, and maybe provide a list of the objects that present this behaviour so that they could be excluded?
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