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光流值的计算方式 #55
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另外,代码中在计算3D的场景流的幅度值(以便判断是否为静态物体)时,为什么是x方向和z方向速度的平方和,y轴的速度哪去了?还是说y方向实际上是垂直地面的,因此默认测试场景下不会有y方向的速度? |
KITTI的y轴是垂直地面朝下的,z轴朝前 |
原来是这样,感谢~ |
你好,请问你知道他为何这样反过来操作吗? |
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作者你好,感谢你开源了自己的工作,让我们后辈们可以学习!我在阅读你的代码时,有一个疑问:你用网络计算的光流表示的是 (后一帧中点位置 - 前一帧中对应点位置)还是反过来的?我看你的代码,似乎默认光流值是 下一帧点位置-当前帧点位置。但这就产生了问题,你把当前帧的RGB图像与光流图像一起作为输入来处理,但是光流图本身又得有下一帧图像参与才能得到,这貌似违背了因果吧?还是说默认你的系统当前处理的图像总是比最新的图像早一帧?
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