1. add overlap number parameter for the interface the models of physics pixel
The overlap number of an interface is the number of other interfaces overlapping the interface between the interface and the camera in depth. For example the overlap number “0” means no other interface between the interface and camera and so is the interface between the camera and the object on the camera.
Let’s use my previous classic example: there is a glass of a window of a house in the frame through which camera can see a wall, and this forms 3 interfaces overlapped, in which first interface is the closer interface of the glass and the second interface is the further interface of the glass and the third interface is the wall, in which, object “000” is all outdoor space, object “123” is the window, object “456” is the indoor space of the house, object “789” is the wall. In fact, this previous example missed an interface between the camera and outdoor space “000”, so let’s assuming the object id for the camera is “111”.
In example above, the overlap number of the interface between the camera “111” and outdoor space “000” is “0”, and the overlap number of the interface between the outdoor space “000” and the window (glass) “123” is “1”, and the overlap number of the interface between the window (glass) “123” and the indoor space (of the house) “456” is “2”, and the overlap number of the interface between the indoor space (of the house) “456” and the wall “789” is “3”.
2. include transparency indication by RGBA
Just learn it from Grok that RGB cannot indicate “transparency”, so bad that: in example above, the visual info of pixels on the interface of window glass cannot be indicate accurately without transparency parameter.
So as Grok’s suggestion, must use RGBA or other similar methods for visual info of physics pixel to include transparency indication. RGB is not right choice.
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