
Jorge Virgos enhanced the carla-simulator/carla repository by delivering two core features focused on simulation data fidelity and rendering consistency. He developed the GetVehicleBoneWorldTransforms API in C++ to provide world-space skeletal data access for vehicles, addressing bone transformation mismatches and improving the accuracy of simulation analytics. Additionally, he configured Unreal Engine’s DefaultEngine.ini to enable segmentation rendering by default, ensuring reproducible segmentation data across all simulation runs. His work combined C++ development, configuration management, and simulation expertise, resulting in more reliable data pipelines and streamlined debugging for perception and animation workflows within the Carla simulation environment.

February 2025: Delivered core data access and rendering reliability improvements for Carla. Implemented Vehicle World-Space Bone Transforms API (GetVehicleBoneWorldTransforms) to enable world-space skeletal data access for vehicles, with a fix for bone transformation mismatch to ensure data fidelity across simulations. Enabled segmentation rendering by default in Unreal Engine via DefaultEngine.ini to guarantee consistent segmentation data generation for all simulations. These changes reduce debugging time, improve analytics quality, and enable more accurate perception and animation workflows. Technologies demonstrated include C++/Unreal Engine integration, bone transform math, and configuration-driven rendering pipelines.
February 2025: Delivered core data access and rendering reliability improvements for Carla. Implemented Vehicle World-Space Bone Transforms API (GetVehicleBoneWorldTransforms) to enable world-space skeletal data access for vehicles, with a fix for bone transformation mismatch to ensure data fidelity across simulations. Enabled segmentation rendering by default in Unreal Engine via DefaultEngine.ini to guarantee consistent segmentation data generation for all simulations. These changes reduce debugging time, improve analytics quality, and enable more accurate perception and animation workflows. Technologies demonstrated include C++/Unreal Engine integration, bone transform math, and configuration-driven rendering pipelines.
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