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Topics - MitchellT

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General / Using the original 32 bit Depth Maps?
« on: November 12, 2019, 09:26:20 PM »
Hello
I would like to export and  re open specific depth maps in all their 32 bit color usefulness.

I understand the standard 8 bit black and white .png delivered from the context export button is not the real depth map, and trying to use it doesn't work as it has to steps from one grey to another as a result of reducing the continuous tones from the higher bit version.

As near as I can understand each depth map is a composite of 3 .exr files on the 0, 1, and 2 levels?

Other folks on this forum have observed that most .exr viewers see each of these files as black. I installed a Photoshop plugin exr-io from 3d-plugin.com, and only see a black and white mask. (capture 1)

So, what's the best way to download the individual .exr files, composite (not sure this is the best word ) the 3 depth map levels and then open it and see something as good as the show depth maps in the context view? (Capture 2)




2
I have a chunk that has 529 Cameras, 414742 tie points, and dense cloud of 128,115,016 points than runs out of memory (32 meg) trying to build the mesh. I tried using the Split in Chunks script, without selecting merge back and exported the 9  chunks of mesh into Zbrush and assembled them there.

As it ran it the first time,  I noticed the seductive merge back button, and tried it several times. It builds the meshes, depth maps and then only returns a merged chunk with with just 529 aligned cameras.

Bug, user error?  (I tried rebuilding dense cloud, auto save and of course build mesh with all the same result)

I will send the log file to support.

Mitchell

3
General / Depth Maps for newly aligned photos?
« on: January 14, 2019, 04:53:46 AM »
After I used markers to align about 12 photos with the 200 others aligned with depth maps in the Chunk., they now have check marks, but I have been unsuccessful in getting depth maps for these additional photos .

I am Using Metashape Pro, and have tried re-running sparse cloud tie points, building a dense cloud from the mixed photos etc.

I have deleted the markers, used to align the photos. Do I have to remove all the existing depth maps and start the tie point process from the beginning?

Thanks for any assistance.

4
General / Revisiting Graphic Card OpenCL Benchmarks
« on: November 02, 2012, 03:32:44 PM »
While finally buying my custom Photoscan computer, the salesman recommended the Nvidia GTX 660ti over the 580. After parting with my credit card info, I looked into the previous forum posts about Graphics Cards and Memory http://www.agisoft.ru/forum/index.php?topic=379.0 and found my way here: http://clbenchmark.com/
They have a very handy comparison feature, but I don't understand which of these seperate benchmarks are PhotoScan relevant:
•   Physics: SPH Fluid Simulation
•   Graphics: Raytrace
•   Vision: Optical Flow
•   Image Filter: Sobel - Global memory usage
•   Image Filter: Sobel - Local memory usage
•   Image Filter: Sobel - Image usage
•   Image Filter: Seperated Gaussian Blur - Global memory usage
•   Image Filter: Seperated Gaussian Blur - Image usage
•   Image Filter: Median3x3 - Image usage
•   Programming Principles: Bucketing - Parallel Associative Local
•   Programming Principles: Reduction - Parallel Commutative case with Local memory usage
•   Programming Principles: Scanning - Parallel Associative case with Local memory usage
•   Programming Principles: Scanning - Sequential Associative case
•   Programming Principles: Sum - Global atomic add
•   Programming Principles: Sum - Local atomic add
•   Programming Principles: Bitonic Merge Sort
•   Programming Principles: Tree search
Can anyone decode this for me? While the two cards have similar total number of benchmark points, there is quite a bit of difference for each of the individual benchmarks. Since I am not a gamer, I am assuming the "Programming Principles" are the ones of most importance, but there are significant differences between each of these benchmarks. For me, a little knowledge, is a dangerous, and an expensive, thing. Thanks!

5
General / Help with Texture Map and Zbrush
« on: July 19, 2012, 07:27:23 PM »
Hello All,
I use Zbrush to clean up the .obj files from PhotoScan. I increase the resolution and convert the mesh to quads.
However, Zbrush barks at me that I can't apply the original PhotoScan texture map, because the new version doesn't have UVs.
Can someone help with how to apply the correct UVs to the new mesh that match the PhotoScan texture....UV master is like alot of things in Zbrush, not intuitive to me.  :-[
MitchellT

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