How can I access the real-time point cloud and render it to a quad that has perspective projection shader on it ?
Hi,
The ZED Unity package contains a example scene that shows you how to get and display the point cloud from a ZED Camera. Feel free to test it!
Best;
Hello Benjamin,
Thanks for your response.
I am testing the sample. For the next step in my project I need to render different view of the generated point cloud on a plane or a quad. For this I need to access the real-time point cloud which is displaying in my Unity scene. How can I access the point cloud for next processing step in my project?
The point cloud data is available here, in this script.
Stereolabs Support
I want to render the point cloud (captured by a ZED 2i camera ) as seen from another camera’s perspective.
I already have the transformation matrix between the cameras in Unity coordinates.
should I use the existing ZED rig prefabs (like ZED_Rig_Mono
) and modify them somehow to support rendering from a perspective of another camera?
Or
Is the best approach to write a custom C# script and a custom unlit shader, where I feed _XYZTex
and _ColorTex
into the shader. and apply my known _TransformMatrix
, _ViewMatrix
, and _ProjectionMatrix
in the vertex shader, and render it?