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fix(Sensor): use point sampling for fisheye depth cubemap - #9840

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carla-simulator:ue4-devfrom
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fix(Sensor): use point sampling for fisheye depth cubemap#9840
vesor wants to merge 1 commit into
carla-simulator:ue4-devfrom
vesor:patch-1

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@vesor

@vesor vesor commented Aug 14, 2026

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Summary

  • Use point sampling for the fisheye depth camera cubemap instead of linear filtering.
  • Prevents blended near/far depth values at cubemap face boundaries (phantom surfaces at silhouettes).
  • Aligns depth wide-angle lens behavior with semantic/instance segmentation cameras, which already use point sampling.

Test

I didn't do much tests. I ran 4 fisheye depth camera on car in Town01 for several meters, and convert the depth image to point cloud. After this fix, the noisy flying points gone, and the point cloud looks much better.

Just post the PR to let some one know this problem and provide a possible solution (without much test :(

Description

Fixes #

Where has this been tested?

  • Platform(s): ...
  • Python version(s): ...
  • Unreal Engine version(s): ...

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## Summary
- Use point sampling for the fisheye depth camera cubemap instead of linear filtering.
- Prevents blended near/far depth values at cubemap face boundaries (phantom surfaces at silhouettes).
- Aligns depth wide-angle lens behavior with semantic/instance segmentation cameras, which already use point sampling.

# Test
I didn't do much tests. I ran 4 fisheye depth camera on car in Town01 for several meters, and convert the depth image to point cloud. After this fix, the noisy flying points gone, and the point cloud looks much better.

Just post the PR to let some one know this problem and provide a possible solution (without much test :(
@vesor
vesor requested a review from a team as a code owner August 14, 2026 09:46
@update-docs

update-docs Bot commented Aug 14, 2026

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Thanks for opening this pull request! The maintainers of this repository would appreciate it if you would update our CHANGELOG.md based on your changes.

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