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Dear Christian Schöffmann,
Thank you very much for your wonderful work! May I ask you two questions?
Q1. How to configure multiple transmitters
I want to set up three transmitting antennas, and let them be arranged in a triangle, with two times the wavelength at the bottom and 0.5 times the wavelength at the height (see Figure 1). May I consult you on how to configure Vira?
Q2. How to apply different roughness maps to the different materials
May I have a suggestion on 1) how to apply different roughness maps to the different materials and also 2) how to adjust the level of reflectivity which yield different reflection due to the implemented Phong model?
My scene settings:
One wall:
use the predefined material 'woodTexture' from the materials folder, choose the standard shade option and choose transparent in the rendering mode tab
Detected object:
use the predefined material 'fabricTexture' from the materials folder, chose the shader to be: RadarSimulation/SimpleSurfaceMetallicAndRoughnessSaparate
What I tried was (Figure 2) from the material of the wall (e.g. WoodTexture): in ''Main Maps'', adjusted values of ''Metallic'' or ''Smoothness''.
But I found two problems:
No matter whether there are obstacles or not
No matter what material the obstacle is (wood, plastic ...)
The final data generated by radar is always the same.
I am really sorry for bothering you again. Your answer will be of great help to me!Thank you in advance!
Best
Jialu
The text was updated successfully, but these errors were encountered:
Regarding Q1:
If you wan to simulate multiple transmitter antennas, you would need to place multiple cameras in the world space.
Currently we assume that we emit radio waves from the camera location, as this is also obtained by on-chip FMCW radars.
As an alternative, you can emulate the behavior of multiple transmitter antennas with the radiation pattern mask. Since the radiated energy in space will be different for the three antennas, you can sequentially run the simulation to obtain the receiver responds.
Regarding Q2:
Thanks for notification. I now did some small modification to the code. You can now directly attach the roughness texture to the radar sensor controller, in order to adjust the reflection of transparent and metallic objects. Please be aware that we are still currently evaluating the different reflection phenomena of non-conductive objects, so this is still experimental.
Dear Christian Schöffmann,
Thank you very much for your wonderful work! May I ask you two questions?
Q1. How to configure multiple transmitters
I want to set up three transmitting antennas, and let them be arranged in a triangle, with two times the wavelength at the bottom and 0.5 times the wavelength at the height (see Figure 1). May I consult you on how to configure Vira?
Q2. How to apply different roughness maps to the different materials
May I have a suggestion on 1) how to apply different roughness maps to the different materials and also 2) how to adjust the level of reflectivity which yield different reflection due to the implemented Phong model?
My scene settings:
One wall:
use the predefined material 'woodTexture' from the materials folder, choose the standard shade option and choose transparent in the rendering mode tab
Detected object:
use the predefined material 'fabricTexture' from the materials folder, chose the shader to be: RadarSimulation/SimpleSurfaceMetallicAndRoughnessSaparate
What I tried was (Figure 2) from the material of the wall (e.g. WoodTexture): in ''Main Maps'', adjusted values of ''Metallic'' or ''Smoothness''.
But I found two problems:
The final data generated by radar is always the same.
I am really sorry for bothering you again. Your answer will be of great help to me!Thank you in advance!
Best
Jialu
The text was updated successfully, but these errors were encountered: