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Because your voxel coordinates represent voxel centers, i.e. they're projected directly onto the image and then rounded to get the depth, your actual hash blocks actually start with a 1/2 voxel offset from the whole coordinate.
You don't take this into account when allocating hash blocks, which results in missing blocks in certain situations and contributes drift/noise. The easy fix is to add the offset to the segment along camera ray that's marched on during hash block allocation.
Also, your variable names could be a bit more descriptive and not use acronyms, and calling the inverse of hash block size in meters "oneOverVoxelSize" is misleading. I suggest "oneOverVoxelBlockSize_Meters".
The text was updated successfully, but these errors were encountered:
Since I have other kinds of voxels beside TSDF, it didn't make sense to refer to voxel hash blocks as "SDF blocks", so I refactored these and other things accordingly.
Because your voxel coordinates represent voxel centers, i.e. they're projected directly onto the image and then rounded to get the depth, your actual hash blocks actually start with a 1/2 voxel offset from the whole coordinate.
You don't take this into account when allocating hash blocks, which results in missing blocks in certain situations and contributes drift/noise. The easy fix is to add the offset to the segment along camera ray that's marched on during hash block allocation.
Simply replace these lines:
InfiniTAM/InfiniTAM/ITMLib/Engines/Reconstruction/Shared/ITMSceneReconstructionEngine_Shared.h
Lines 202 to 206 in 4156547
With this:
Also, your variable names could be a bit more descriptive and not use acronyms, and calling the inverse of hash block size in meters "oneOverVoxelSize" is misleading. I suggest "oneOverVoxelBlockSize_Meters".
The text was updated successfully, but these errors were encountered: