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GLIDAR

A simple OpenGL-based LIDAR simulator

Description

GLIDAR is an extremely simple OpenGL-based LIDAR simulator, written in C++. It uses GLSL shaders to produce range images of 3D models, which can be used to test pose determination algorithms.

The simulated range images are a first-order approximation of what a real LIDAR sensor would observe. Basic textures are supported.

Note that GLIDAR does not model a specific sensor system. However, it can be easily modified to model a sensor.

GLIDAR was written by John O. Woods, Ph.D., who works for the West Virginia University Applied Space Exploration Laboratory, under contract with NASA Goddard Space Flight Center's Satellite Servicing Capabilities Office.

Requirements

GLIDAR has been tested on Mac OS X Mavericks and Yosemite installations with Homebrew, and on a couple of Ubuntu (Trusty and later) machine. It has the following requirements:

  • CMake
  • GLSL 1.2* support (in graphics card)
  • GLFW 3
  • GLEW 1.10
  • GLM 0.9.6+
  • Magick++ 6
  • ASSIMP*
  • ZeroMQ 4
  • Any version of PCL*

Items with asterisks are pretty much essential, but you might be able to get the code working with older versions of ImageMagick/Magick++.

There's an older version of the software which uses a regular Makefile instead of CMake, so it's also possible — but inadvisable — to use GLIDAR without CMake.

ZeroMQ is needed if you want to publish or subscribe to point clouds. I used to have this as an optional dependency, but it became too difficult to maintain all of the different #ifdef macros. ZeroMQ is not hard to install, but if you can't get it for your operating system, you can probably just strip the ZeroMQ-related lines out of GLIDAR and write your own.

Finally, note that the PCL requirement is essentially just for command line argument parsing. PCL makes this super easy, but PCL also takes forever to install. If you would like to implement a different command line argument parsing specification in lieu of PCL, please feel free to submit a patch.

Dependency Installation

If you're using Ubuntu, you may need to go and find the correct version of GLFW (I think it's libglfw3-dev or something like that) and install it by hand (using dpkg).

For those who are Mac OS X users, I recommend using homebrew to install any dependencies.

Installation

First, you need a local copy of the repository:

git clone https://github.com/wvu-asel/glidar.git
cd glidar

An in-tree build is not advised. As such, you should create a build subdirectory and cd into it, then tell cmake where to find the source tree.

mkdir build
cd build
cmake ..

If cmake reported no error messages, you can now build:

make

It is not recommended that GLIDAR be installed using make install. GLIDAR expects certain resources (e.g., models and textures) in its source tree.

Usage

GLIDAR should be run in the root of its source tree (not from the build/ directory), via command line.

Example Usage: Linux/Unix

Without publishing:

build/glidar models/bunny.ply --model-dr 0.01,0.001,0 --model-r 0,0,0,0 --camera-z 1000 -w 256 -h 256 --fov 20

With publishing:

build/glidar models/bunny.ply --model-dr 0.01,0.001,0 --model-r 0,0,0,0 --camera-z 1000 -w 256 -h 256 --fov 20 -p 65431 --pub-rate 15 --subscribers 1

Running on Mac OS X

Run it exactly the same way as in Linux, but instead of using build/glidar as the binary, use build/glidar.app/Contents/MacOS/glidar. Having it packaged in this way helps the program to interact with Finder.

Command-Line Arguments

The first argument, the model filename, is mandatory. Additional arguments are also accepted:

  • --scale: decimal value by which the model should be scaled (default: 1.0)
  • --model-dr: rotation rate as an axis divided by an angle in model frame (default: 0)
  • --camera-dr: same, but for the camera
  • --model-r: initial model attitude as an angle-axis in the inertial frame (angle, xyz vector; default: 0)
  • --model-q: provide attitude as a quaternion (w,x,y,z) instead of angle-axis
  • --camera-r: same, but for the camera
  • --camera-q: provide camera attitude as a quaternion (w,x,y,z) instead of angle-axis
  • --camera-z: sensor's initial distance from the object, typically in meters (default: 1000)
  • --width, --height: sensor resolution (default: 256)
  • --fov: sensor field-of-view (default: 20 degrees)
  • --pcd: a file basename (without extension) can be provided for saving the initial image as a PCD
  • --port: the port to publish to, if ZeroMQ is included (if not given, will not be run in server mode)
  • --subscribers: the number of subscribers to wait for before beginning to publish
  • --pub-rate: if publishing, how many render cycles should pass between point cloud publications (default: 15)
  • --noise-model: what kind of noise to use, if any (0=off, 1=additive, 2=multiplicative; default: 0)
  • --noise: noise coefficient to apply (default: 0, no noise)
  • --seed: noise seed (repeats every 20,000 as currently written; default: 1)

Note that if an option is provided for --pcd, the rotation rates should be set to 0. This option will produce two outputs, namely filename.pcd and filename.transform files. These are useful in scripting.

If you are not scripting, you may wish to examine the image before saving it. This can be accomplished using the s key, which will produce files buffer.pcd and buffer.transform (and overwrite any existing files with the same name).

If you wish to publish to a port (if you provide a port option), it is inadvisable to also supply a --pcd option. Additionally, if you are publishing and you use the s key, unpredictable behavior may result.

Noise

The current noise model is very basic, and not particularly random. The main obstacle is that most graphics architectures don't implement the GLSL noise functions (noise1, noise2, noise3, noise4), so we have to use a really terrible function from StackOverflow --- which does not appear to be normally distributed.

Three command line arguments allow the user to control the noise; these are --noise-model, --noise, and --seed. Seed is not really a random seed, per se, but rather a loop counter which ensures that the noise varies from frame to frame. It currently repeats every 20,000, but that is easily modifiable in scene.h. The noise parameter sets a coefficient which ideally controls the variance of the random variates. Setting it to 0.1 should give about 0.1 meters of noise if we use --noise-model 1 (additive noise), but no guarantees are made about its distribution.

In the future I would like to allow texture-based noise, so that different types of materials have different noise properties. Unfortunately, I probably won't have time in the near future, so if this feature interests you, I encourage you to submit a pull request.

GUI

The GUI is very basic. You can use s as described above, and the + and - keys will move the sensor towards and away from the object. The box, which is 200 meters along each side, may help you with establishing the appropriate object scale.

Known Issues

The greatest limitation right now is in the ASSIMP library, which loads the 3D models. I have not been able to get it to work with the full high-resolution International Space Station model, for example — but it should load individual modules of the ISS properly.

Other limitations:

  • It takes a long time to write the range images to PCD files.
  • The model can be rotated, and the sensor can be moved towards or away from the model; but the sensor itself cannot rotate or move in other directions. No sensor path can be programmed yet.
    • Model bump textures are not currently utilized.

Finally, note that the rotation (dr) command line arguments differ from the attitude arguments; the former are in model coordinates, but the latter are relative to the inertial (world) frame. This behavior isn't actually a bug; it's (quasi-)intentional. GLIDAR does not implement any physics, such as moments of inertia, so allowing angular rates to be passed from the command line is more for the purposes of testing a 3D model than for simulating actual rotation.

Improvements needed:

  • When I first wrote GLIDAR, it used — almost exclusively — homogeneous transforms for arranging objects. Later, I added quaternion support, but the quaternion rendering is only implemented for pipelines that use ZeroMQ. It'd be extremely simple to implement non-pipeline rendering using quaternions — and that would enable us to remove some old and fragile code.

Examples

Let's say you want to use the Zarya module of NASA's high-res ISS scene. The Zarya Lightwave Object file is located in ISS models 2011/Objects/Modules/MLM/MLM.lwo. I calculated that the scale factor for this should be about 0.024 if you want to work in meters, or 0.24 if you don't mind working in decimeters.

You could also try the n20r4_d5.obj fake asteroid, which is included in the models subdirectory of the source tree.

Bug Reports

If you find a bug, please file it in our issues tracker.

Contributing

Contributions are appreciated. We prefer that you submit them as pull requests to the wvu-asel/glidar repository. If you don't know how to use git rebase, please feel free to ask.

License

Copyright 2014--2015, John O. Woods, Ph.D.; West Virginia University Applied Space Exploration Laboratory; and West Virginia Robotic Technology Center. All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

  1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
  2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

The views and conclusions contained in the software and documentation are those of the authors and should not be interpreted as representing official policies, either expressed or implied, of the FreeBSD Project.

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