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| # Chapter 3: High-Fidelity Rendering & Human-Robot Interaction | |
| ## Learning Objectives | |
| - Understand the differences between Gazebo and Unity for simulation | |
| - Learn how Unity provides high-fidelity rendering for human-robot interaction | |
| - Explore Unity's capabilities for creating realistic humanoid robot simulations | |
| - Implement human-robot interaction scenarios in Unity | |
| - Compare and contrast Gazebo and Unity for different use cases | |
| ## Introduction to High-Fidelity Rendering | |
| High-fidelity rendering refers to the realistic visualization of environments, objects, and robots that closely resembles real-world appearance. This is important for: | |
| 1. **Human-Robot Interaction**: More realistic visual feedback improves the naturalness of human-robot interactions | |
| 2. **Training AI Models**: Realistic rendering helps AI models trained in simulation transfer better to reality | |
| 3. **User Experience**: More realistic simulations enhance the experience for users interacting with virtual robots | |
| 4. **Validation**: Realistic rendering allows for better validation of perception algorithms | |
| ## Unity vs. Gazebo: A Comparative Analysis | |
| ### Gazebo | |
| - **Strengths**: Excellent physics simulation, ROS integration, established in robotics | |
| - **Limitations**: Limited visual rendering capabilities, less suitable for high-fidelity visualization | |
| - **Best for**: Physics-accurate simulation, sensor simulation, navigation and manipulation testing | |
| ### Unity | |
| - **Strengths**: State-of-the-art rendering, game engine capabilities, realistic visual effects | |
| - **Limitations**: Less established in robotics ecosystem, requires additional integration | |
| - **Best for**: High-fidelity visualization, human-robot interaction studies, realistic scene generation | |
| ## Unity Robotics Integration | |
| Unity has developed specialized tools for robotics simulation: | |
| ### Unity ML-Agents Toolkit | |
| - **Purpose**: Reinforcement learning framework for Unity environments | |
| - **Use case**: Training humanoid locomotion and manipulation policies | |
| - **Integration**: Can work with ROS 2 through ROS-TCP-Connector | |
| ### Unity ROS-TCP-Connector | |
| - **Purpose**: Enables communication between Unity and ROS 2 | |
| - **Function**: Publishes and subscribes to ROS 2 topics from within Unity | |
| - **Use case**: Realistic visualization of complex robot behaviors | |
| ### Unity Perception Package | |
| - **Purpose**: Generate labeled synthetic data for computer vision AI | |
| - **Features**: Segmentation, bounding boxes, depth maps with ground truth | |
| - **Use case**: Training perception systems with photorealistic data | |
| ## Setting Up Unity for Robotics | |
| ### Unity Robotics Hub | |
| To integrate Unity with ROS 2, you would typically: | |
| 1. **Install Unity 2021.3 LTS or later** | |
| 2. **Install Unity Robotics Hub** | |
| 3. **Add the ROS-TCP-Connector package** | |
| 4. **Install ROS 2 Bridge tools** | |
| ### Basic Unity-ROS Integration Example | |
| ```csharp | |
| using UnityEngine; | |
| using System.Collections; | |
| using Unity.Robotics.ROSTCPConnector; | |
| using Unity.Robotics.ROSTCPConnector.MessageTypes.Std_msgs; | |
| public class RobotController : MonoBehaviour | |
| { | |
| ROSConnection ros; | |
| string robotTopicName = "unity_robot_command"; | |
| // Robot properties | |
| public float moveSpeed = 5.0f; | |
| public float rotateSpeed = 100.0f; | |
| void Start() | |
| { | |
| // Get the ROS connection static instance | |
| ros = ROSConnection.instance; | |
| // Subscribe to the robot command topic | |
| ros.Subscribe<StringMsg>(robotTopicName, CommandCallback); | |
| } | |
| void CommandCallback(StringMsg cmd) | |
| { | |
| Debug.Log("Received command: " + cmd.data); | |
| // Process the command and update robot | |
| ProcessCommand(cmd.data); | |
| } | |
| void ProcessCommand(string cmd) | |
| { | |
| // Example: Parse movement commands | |
| if (cmd == "move_forward") | |
| { | |
| transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); | |
| } | |
| else if (cmd == "turn_left") | |
| { | |
| transform.Rotate(Vector3.up, -rotateSpeed * Time.deltaTime); | |
| } | |
| else if (cmd == "turn_right") | |
| { | |
| transform.Rotate(Vector3.up, rotateSpeed * Time.deltaTime); | |
| } | |
| } | |
| // Update is called once per frame | |
| void Update() | |
| { | |
| // Send robot state back to ROS | |
| if (Time.time % 0.1f < Time.deltaTime) // Send every 0.1 seconds | |
| { | |
| var robotState = new StringMsg | |
| { | |
| data = $"Position: {transform.position}, Rotation: {transform.rotation.eulerAngles}" | |
| }; | |
| ros.Publish(robotTopicName + "_state", robotState); | |
| } | |
| } | |
| } | |
| ``` | |
| ## Creating Realistic Humanoid Models in Unity | |
| ### Key Components for Realistic Humanoids | |
| 1. **Rigging and Animation**: | |
| - Proper skeleton with realistic joint constraints | |
| - Blend trees for smooth transitions between movements | |
| - Inverse kinematics for realistic foot and hand placement | |
| 2. **Materials and Textures**: | |
| - PBR (Physically Based Rendering) materials for realistic surfaces | |
| - High-resolution textures with normal maps | |
| - Proper lighting models for different materials | |
| 3. **Physics Setup**: | |
| - Realistic physical properties (mass, friction, bounciness) | |
| - Proper collision shapes for accurate physics responses | |
| - Ragdoll physics for emergency scenarios | |
| ### Creating a Humanoid Character Controller | |
| ```csharp | |
| using UnityEngine; | |
| [RequireComponent(typeof(CharacterController))] | |
| public class UnityHumanoidController : MonoBehaviour | |
| { | |
| CharacterController controller; | |
| Animator animator; | |
| // Movement parameters | |
| public float walkSpeed = 2.0f; | |
| public float runSpeed = 4.0f; | |
| public float turnSpeed = 100.0f; | |
| public float gravity = -9.81f; | |
| // State variables | |
| Vector3 velocity; | |
| bool isGrounded; | |
| float speed; | |
| void Start() | |
| { | |
| controller = GetComponent<CharacterController>(); | |
| animator = GetComponent<Animator>(); | |
| } | |
| void Update() | |
| { | |
| // Check if character is grounded | |
| isGrounded = controller.isGrounded; | |
| if (isGrounded && velocity.y < 0) | |
| { | |
| velocity.y = -2f; // Small offset to keep grounded | |
| } | |
| // Handle movement input | |
| HandleMovement(); | |
| // Apply gravity | |
| velocity.y += gravity * Time.deltaTime; | |
| // Move the controller | |
| Vector3 move = transform.right * speed + transform.up * velocity.y; | |
| controller.Move(move * Time.deltaTime); | |
| // Update animator parameters | |
| UpdateAnimator(); | |
| } | |
| void HandleMovement() | |
| { | |
| // Get input (in a real system, this might come from ROS) | |
| float horizontal = Input.GetAxis("Horizontal"); | |
| float vertical = Input.GetAxis("Vertical"); | |
| // Calculate movement direction | |
| Vector3 direction = new Vector3(horizontal, 0, vertical).normalized; | |
| // Calculate speed based on input | |
| if (direction.magnitude >= 0.1f) | |
| { | |
| float targetAngle = Mathf.Atan2(direction.x, direction.z) * Mathf.Rad2Deg + Camera.main.transform.eulerAngles.y; | |
| float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSpeed, 0.1f); | |
| transform.rotation = Quaternion.Euler(0f, angle, 0f); | |
| Vector3 moveDir = Quaternion.Euler(0f, targetAngle, 0f) * Vector3.forward; | |
| controller.Move(moveDir.normalized * walkSpeed * Time.deltaTime); | |
| speed = walkSpeed; | |
| } | |
| else | |
| { | |
| speed = 0f; | |
| } | |
| } | |
| void UpdateAnimator() | |
| { | |
| if (animator != null) | |
| { | |
| animator.SetFloat("Speed", speed); | |
| animator.SetFloat("Direction", 0); // Simplified | |
| animator.SetBool("IsGrounded", isGrounded); | |
| } | |
| } | |
| } | |
| ``` | |
| ## Human-Robot Interaction in Unity | |
| ### Creating Interactive Environments | |
| ```csharp | |
| using UnityEngine; | |
| public class InteractiveObject : MonoBehaviour | |
| { | |
| public string objectName; | |
| public bool canBeGrabbed = true; | |
| void OnMouseOver() | |
| { | |
| // Change appearance when hovered | |
| GetComponent<Renderer>().material.color = Color.yellow; | |
| } | |
| void OnMouseExit() | |
| { | |
| // Reset appearance when not hovered | |
| GetComponent<Renderer>().material.color = Color.white; | |
| } | |
| void OnMouseDown() | |
| { | |
| // Handle interaction | |
| Debug.Log($"Object {objectName} was clicked"); | |
| HandleInteraction(); | |
| } | |
| void HandleInteraction() | |
| { | |
| // In a real system, this would send a message to ROS | |
| // For example, to pick up this object | |
| Debug.Log($"Attempting to interact with {objectName}"); | |
| } | |
| } | |
| public class UnityHumanRobotInteraction : MonoBehaviour | |
| { | |
| public Camera mainCamera; | |
| public LayerMask interactionLayer; | |
| public float interactionDistance = 5f; | |
| void Update() | |
| { | |
| // Check for user interaction | |
| if (Input.GetMouseButtonDown(0)) | |
| { | |
| Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition); | |
| RaycastHit hit; | |
| if (Physics.Raycast(ray, out hit, interactionDistance, interactionLayer)) | |
| { | |
| // Send interaction command to ROS | |
| SendInteractionCommand(hit.collider.name, "interact"); | |
| } | |
| } | |
| } | |
| void SendInteractionCommand(string objectName, string command) | |
| { | |
| // In a real system, this would send a ROS message | |
| Debug.Log($"Interaction command: {command} with {objectName}"); | |
| } | |
| } | |
| ``` | |
| ## Unity Scene for Humanoid Robot Simulation | |
| ```csharp | |
| using UnityEngine; | |
| public class UnityRobotEnvironment : MonoBehaviour | |
| { | |
| public GameObject robotPrefab; | |
| public Transform[] spawnPoints; | |
| public GameObject[] furniturePrefabs; | |
| public Light[] lightingSetup; | |
| [Header("Environment Settings")] | |
| public float gravity = -9.81f; | |
| public PhysicMaterial floorMaterial; | |
| void Start() | |
| { | |
| // Initialize physics settings | |
| Physics.gravity = new Vector3(0, gravity, 0); | |
| // Set up floor material if provided | |
| if (floorMaterial != null) | |
| { | |
| var floorColliders = FindObjectsOfType<Collider>(); | |
| foreach (var col in floorColliders) | |
| { | |
| if (col.CompareTag("Floor")) | |
| { | |
| col.material = floorMaterial; | |
| } | |
| } | |
| } | |
| // Spawn robot at random spawn point | |
| if (spawnPoints.Length > 0) | |
| { | |
| Transform spawnPoint = spawnPoints[Random.Range(0, spawnPoints.Length)]; | |
| Instantiate(robotPrefab, spawnPoint.position, spawnPoint.rotation); | |
| } | |
| // Set up lighting | |
| SetupLighting(); | |
| // Create interactive environment | |
| SetupInteractiveEnvironment(); | |
| } | |
| void SetupLighting() | |
| { | |
| // Configure lighting to enhance realism | |
| foreach (Light light in lightingSetup) | |
| { | |
| // Adjust lighting properties for realistic rendering | |
| if (light.type == LightType.Directional) | |
| { | |
| // Configure sun-like lighting | |
| RenderSettings.ambientIntensity = 0.5f; | |
| RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight; | |
| } | |
| } | |
| // Apply realistic lighting settings | |
| RenderSettings.fog = true; | |
| RenderSettings.fogColor = Color.grey; | |
| RenderSettings.fogDensity = 0.01f; | |
| } | |
| void SetupInteractiveEnvironment() | |
| { | |
| // Create a home-like environment | |
| CreateRoomLayout(); | |
| AddInteractiveElements(); | |
| } | |
| void CreateRoomLayout() | |
| { | |
| // Create furniture and obstacles | |
| // This would typically be done in the Unity Editor | |
| // But we can programmatically set up a basic layout | |
| foreach (Transform spawnPoint in spawnPoints) | |
| { | |
| if (Random.Range(0, 100) > 70) // 30% chance to place furniture | |
| { | |
| if (furniturePrefabs.Length > 0) | |
| { | |
| GameObject furniture = furniturePrefabs[Random.Range(0, furniturePrefabs.Length)]; | |
| Instantiate(furniture, spawnPoint.position + new Vector3(2, 0, 0), Quaternion.identity); | |
| } | |
| } | |
| } | |
| } | |
| void AddInteractiveElements() | |
| { | |
| // Add interactive elements like doors, switches, etc. | |
| // These would have special scripts for interaction | |
| } | |
| } | |
| ``` | |
| ## High-Fidelity Rendering Features in Unity | |
| ### Post-Processing Effects | |
| Unity provides advanced post-processing features that enhance visual realism: | |
| ```csharp | |
| using UnityEngine; | |
| using UnityEngine.Rendering.PostProcessing; | |
| [RequireComponent(typeof(PostProcessVolume))] | |
| public class RenderingController : MonoBehaviour | |
| { | |
| public PostProcessVolume postProcessVolume; | |
| private DepthOfField depthOfField; | |
| private MotionBlur motionBlur; | |
| private AmbientOcclusion ambientOcclusion; | |
| public void SetRenderingQuality(int qualityLevel) | |
| { | |
| var profile = postProcessVolume.profile; | |
| switch (qualityLevel) | |
| { | |
| case 0: // Low quality (for real-time simulation) | |
| if (profile.TryGetSettings(out motionBlur)) | |
| motionBlur.active = false; | |
| if (profile.TryGetSettings(out ambientOcclusion)) | |
| ambientOcclusion.active = false; | |
| break; | |
| case 1: // Medium quality | |
| if (profile.TryGetSettings(out motionBlur)) | |
| { | |
| motionBlur.active = true; | |
| motionBlur.shutterAngle.value = 180f; | |
| } | |
| if (profile.TryGetSettings(out ambientOcclusion)) | |
| { | |
| ambientOcclusion.active = true; | |
| ambientOcclusion.intensity.value = 1.0f; | |
| } | |
| break; | |
| case 2: // High quality (for visualization) | |
| if (profile.TryGetSettings(out motionBlur)) | |
| { | |
| motionBlur.active = true; | |
| motionBlur.shutterAngle.value = 270f; | |
| } | |
| if (profile.TryGetSettings(out ambientOcclusion)) | |
| { | |
| ambientOcclusion.active = true; | |
| ambientOcclusion.intensity.value = 2.0f; | |
| } | |
| // Add other high-quality effects | |
| break; | |
| } | |
| } | |
| } | |
| ``` | |
| ### Dynamic Lighting and Shadows | |
| ```csharp | |
| using UnityEngine; | |
| public class DynamicLightingController : MonoBehaviour | |
| { | |
| public Light[] sceneLights; | |
| public AnimationCurve lightIntensityCurve; | |
| public float dayNightCycleDuration = 120f; // seconds | |
| private float cycleTime = 0f; | |
| void Update() | |
| { | |
| cycleTime += Time.deltaTime; | |
| float normalizedTime = (cycleTime % dayNightCycleDuration) / dayNightCycleDuration; | |
| // Apply day-night cycle to lights | |
| foreach (Light light in sceneLights) | |
| { | |
| float intensity = lightIntensityCurve.Evaluate(normalizedTime); | |
| light.intensity = intensity; | |
| // Adjust color temperature based on time of day | |
| float colorTemperature = Mathf.Lerp(4000f, 6500f, intensity); | |
| light.color = GetColorForTemperature(colorTemperature); | |
| } | |
| } | |
| Color GetColorForTemperature(float temperatureK) | |
| { | |
| // Simplified color temperature calculation | |
| temperatureK /= 100f; | |
| float r, g, b; | |
| if (temperatureK <= 66) | |
| { | |
| r = 255; | |
| g = temperatureK; | |
| g = 99.4708025861f * Mathf.Log(g) - 161.1195681661f; | |
| } | |
| else | |
| { | |
| r = temperatureK - 60; | |
| r = 329.698727446f * Mathf.Pow(r, -0.1332047592f); | |
| g = temperatureK - 60; | |
| g = 288.1221695283f * Mathf.Pow(g, -0.0755148492f); | |
| } | |
| if (temperatureK >= 66) | |
| { | |
| b = 255; | |
| } | |
| else if (temperatureK <= 19) | |
| { | |
| b = 0; | |
| } | |
| else | |
| { | |
| b = temperatureK - 10; | |
| b = 138.5177312231f * Mathf.Log(b) - 305.0447927307f; | |
| } | |
| return new Color(r / 255f, g / 255f, b / 255f); | |
| } | |
| } | |
| ``` | |
| ## Integrating with ROS 2: Unity Robotics Package | |
| ### Publisher Example | |
| ```csharp | |
| using UnityEngine; | |
| using Unity.Robotics.ROSTCPConnector; | |
| using Unity.Robotics.ROSTCPConnector.MessageTypes.Sensor_msgs; | |
| using Unity.Robotics.ROSTCPConnector.MessageTypes.Geometry_msgs; | |
| public class UnityRobotPublisher : MonoBehaviour | |
| { | |
| ROSConnection ros; | |
| string robotStateTopic = "unity_robot_state"; | |
| string robotJointsTopic = "unity_joint_states"; | |
| public Transform robotRoot; | |
| public Transform[] jointTransforms; | |
| public string[] jointNames; | |
| void Start() | |
| { | |
| ros = ROSConnection.instance; | |
| } | |
| void Update() | |
| { | |
| if (Time.time % 0.05f < Time.deltaTime) // Send every 50ms | |
| { | |
| PublishRobotState(); | |
| PublishJointStates(); | |
| } | |
| } | |
| void PublishRobotState() | |
| { | |
| var robotState = new PointMsg | |
| { | |
| x = robotRoot.position.x, | |
| y = robotRoot.position.y, | |
| z = robotRoot.position.z | |
| }; | |
| ros.Publish(robotStateTopic, robotState); | |
| } | |
| void PublishJointStates() | |
| { | |
| var jointState = new JointStateMsg | |
| { | |
| name = jointNames, | |
| position = new double[jointTransforms.Length], | |
| velocity = new double[jointTransforms.Length], | |
| effort = new double[jointTransforms.Length] | |
| }; | |
| for (int i = 0; i < jointTransforms.Length; i++) | |
| { | |
| // Get joint angles (this is simplified) | |
| jointState.position[i] = jointTransforms[i].localEulerAngles.y; | |
| jointState.velocity[i] = 0.0; // Would be calculated in a real system | |
| jointState.effort[i] = 0.0; // Would be calculated in a real system | |
| } | |
| // Set timestamps | |
| jointState.header = new HeaderMsg | |
| { | |
| stamp = new TimeMsg { sec = (int)Time.time, nanosec = (uint)((Time.time % 1) * 1e9) }, | |
| frame_id = "unity_robot" | |
| }; | |
| ros.Publish(robotJointsTopic, jointState); | |
| } | |
| } | |
| ``` | |
| ### Subscriber Example | |
| ```csharp | |
| using UnityEngine; | |
| using Unity.Robotics.ROSTCPConnector; | |
| using Unity.Robotics.ROSTCPConnector.MessageTypes.Geometry_msgs; | |
| using Unity.Robotics.ROSTCPConnector.MessageTypes.Sensor_msgs; | |
| public class UnityRobotSubscriber : MonoBehaviour | |
| { | |
| ROSConnection ros; | |
| string robotCmdTopic = "unity_robot_cmd"; | |
| public Transform robotRoot; | |
| public Transform[] jointTransforms; | |
| public string[] jointNames; | |
| void Start() | |
| { | |
| ros = ROSConnection.instance; | |
| ros.Subscribe<TwistMsg>(robotCmdTopic + "/cmd_vel", CmdVelCallback); | |
| ros.Subscribe<JointStateMsg>(robotCmdTopic + "/joint_commands", JointCmdCallback); | |
| } | |
| void CmdVelCallback(TwistMsg cmd) | |
| { | |
| // Process velocity commands | |
| Vector3 linearVelocity = new Vector3((float)cmd.linear.x, (float)cmd.linear.y, (float)cmd.linear.z); | |
| Vector3 angularVelocity = new Vector3((float)cmd.angular.x, (float)cmd.angular.y, (float)cmd.angular.z); | |
| // Apply the commands to the robot | |
| robotRoot.Translate(linearVelocity * Time.deltaTime); | |
| robotRoot.Rotate(angularVelocity * Mathf.Rad2Deg * Time.deltaTime); | |
| } | |
| void JointCmdCallback(JointStateMsg jointCmd) | |
| { | |
| // Process joint position commands | |
| for (int i = 0; i < jointCmd.name.Length; i++) | |
| { | |
| string jointName = jointCmd.name[i]; | |
| double position = jointCmd.position[i]; | |
| // Find the corresponding joint transform | |
| for (int j = 0; j < jointNames.Length; j++) | |
| { | |
| if (jointNames[j] == jointName && j < jointTransforms.Length) | |
| { | |
| // Apply position command to joint | |
| // This is simplified - in reality, you'd use inverse kinematics | |
| jointTransforms[j].localEulerAngles = new Vector3( | |
| jointTransforms[j].localEulerAngles.x, | |
| (float)position * Mathf.Rad2Deg, | |
| jointTransforms[j].localEulerAngles.z | |
| ); | |
| break; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| ``` | |
| ## Human-Robot Interaction Scenarios | |
| ### Social Navigation | |
| Unity enables the creation of complex social navigation scenarios: | |
| ```csharp | |
| using UnityEngine; | |
| using System.Collections.Generic; | |
| public class SocialInteractionController : MonoBehaviour | |
| { | |
| public List<GameObject> humanAvatars; // Humanoid characters in the scene | |
| public float personalSpaceRadius = 0.8f; // Comfortable distance for humans | |
| public float socialInteractionDistance = 2.0f; // Distance for interaction | |
| void Update() | |
| { | |
| // Check for human-robot interactions | |
| CheckSocialInteractions(); | |
| } | |
| void CheckSocialInteractions() | |
| { | |
| Vector3 robotPos = transform.position; | |
| foreach (GameObject human in humanAvatars) | |
| { | |
| if (human == null) continue; | |
| Vector3 humanPos = human.transform.position; | |
| float distance = Vector3.Distance(robotPos, humanPos); | |
| if (distance < personalSpaceRadius) | |
| { | |
| // Too close - move away | |
| AvoidCollision(human); | |
| } | |
| else if (distance < socialInteractionDistance) | |
| { | |
| // In interaction range - consider greeting or yielding | |
| HandleSocialApproach(human); | |
| } | |
| } | |
| } | |
| void AvoidCollision(GameObject human) | |
| { | |
| // Calculate avoidance direction | |
| Vector3 direction = (transform.position - human.transform.position).normalized; | |
| transform.position += direction * Time.deltaTime * 0.5f; | |
| } | |
| void HandleSocialApproach(GameObject human) | |
| { | |
| // In a real system, this could trigger a greeting animation | |
| // or yield behavior | |
| Debug.Log("Robot is approaching human for interaction"); | |
| } | |
| } | |
| ``` | |
| ## Realistic Sensor Simulation | |
| ### Camera Simulation with Unity Perception | |
| ```csharp | |
| using UnityEngine; | |
| #if UNITY_EDITOR | |
| using Unity.Perception.GroundTruth; | |
| #endif | |
| public class UnityCameraSensor : MonoBehaviour | |
| { | |
| public Camera sensorCamera; | |
| public string sensorName = "rgb_camera"; | |
| #if UNITY_EDITOR | |
| void Start() | |
| { | |
| if (sensorCamera != null) | |
| { | |
| // Add perception components for synthetic data generation | |
| sensorCamera.gameObject.AddComponent<SegmentationLabel>(); | |
| sensorCamera.gameObject.AddComponent<CameraSensor>(); | |
| // Configure camera for perception tasks | |
| var cameraSensor = sensorCamera.GetComponent<CameraSensor>(); | |
| cameraSensor.sensorName = sensorName; | |
| } | |
| } | |
| #endif | |
| void Update() | |
| { | |
| // In a real system, this would publish camera data to ROS | |
| // via the ROS-TCP-Connector | |
| } | |
| } | |
| ``` | |
| ## Summary | |
| This chapter explored high-fidelity rendering for humanoid robotics using Unity, comparing it with Gazebo for different use cases: | |
| - Unity's superior rendering capabilities for realistic visualization | |
| - Techniques for creating realistic humanoid models in Unity | |
| - Human-robot interaction scenarios using Unity's capabilities | |
| - Integration of Unity with ROS 2 for robotics applications | |
| - Advanced rendering features for realistic simulation | |
| Unity provides powerful tools for high-fidelity rendering that complement the physics-focused simulation of Gazebo, offering a complete solution for humanoid robot development that includes realistic visualization for human-robot interaction studies. | |
| ## Exercises | |
| 1. Create a simple humanoid character in Unity with basic animations | |
| 2. Set up a basic Unity-ROS connection using ROS-TCP-Connector | |
| 3. Implement a simple human-robot interaction scenario | |
| ## Next Steps | |
| In the next chapter, we'll explore how to integrate both Gazebo and Unity simulations in a cohesive workflow, leveraging the strengths of each platform for different aspects of humanoid robot development and testing. |