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Messages - Magnus

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You could try importing the Dense Cloud into CloudCompare and create the mesh there.
I've found it helpful when I had leaves which got filtered out due to being too thin when creating mesh in Photoscan.

Best, Magnus. 

General / Re: Depth map filtering stage, which CPU?
« on: October 22, 2015, 12:13:16 AM »
I actually found the answer to my question by chance while looking for Adobe Photoshop benches, hehe.

So for anyone else wondering about CPU core scaling check this They also have info about GPU scaling.

Best, Magnus.

General / Re: multi-GPU cooling query
« on: October 22, 2015, 12:06:59 AM »
Hello Dave!

I found this link which might be helpful
Not only do they have interesting benches (also for CPU scaling) but they sell systems as you can see at the bottom of the article, one which is a Dual-CPU Quad-GPU (so it should be no problem).

Best, Magnus.

General / Re: Depth map filtering stage, which CPU?
« on: October 20, 2015, 10:40:45 AM »

I think I will go with the 5820K, probably with one or two GTX 970.

I will not (as far as I know) run very large projects but many medium sized so I think for me the best will be to get many computers with decent specs. If I were to get a few very large projects I can use something like your workstation service or maybe cloud processing.

I have been looking at Anandtechs Photoscan benches for CPUs and I was just wondering if you (or anyone else) knows if the differences between CPUs are similar when running bigger projects and at higher settings?

Best, Magnus.

General / Depth map filtering stage, which CPU?
« on: October 17, 2015, 07:06:40 PM »

I was wondering if anyone knows which CPU feature most impacts the depth map filtering stage? Is this more dependant on cores or on clock?

The reason I am asking is because that stage is the one that currently affects me the most and I am thinking of either a Intel Core i7 6700K, Intel Core i5 6600K or going with Intel Core i7 5820K or other multi-core (RAM usage for my projects are relatively low, works with 16GB currently, so don't need Socket 2011-3 or such for that reason).

Best, Magnus.

General / Re: Agisoft PhotoScan 1.2.0 pre-release
« on: August 15, 2015, 06:12:42 AM »

I can't seem to duplicate chunks in this release (Standard edition).

I've tried with old projects and making new ones and it just immediatly returns an error saying "Can't duplicate chunk" (no
particular error info in console just "Finished processing in 0 sec (exit code 0)")
I have also tried re-installing but still the same error.

Anyone else had this problem?

Best, Magnus.


I cannot give that much advice but one thing that could be a potential issue is syncing the triggering of the cameras.

Best, Magnus. 


I can really recommend that you try using noise projection if you have access to a projector.

We use it a lot for tough surfaces without inherent features that Photoscan can use for reconstruction.

You can also easily take a texture pass by changing the projected image to a black one and use flash or other lightsource.

I've attached an image as an example. It is of a polished mens shoe which was completely shiny and should be quite similar to the tiles and sink in your example except being black in colour.

Best, Magnus.


Sounds like it has to do with flash duration of your strobes. Which brand of flashes are you using?

This link has some examples of flash durations of speedlites and studio heads:
As you can see on some lights the duration is pretty long (dependant on power setting) so that means that you cannot freeze fast action with them.
The problem with using faster shutter speed is that you get limited by the shutter curtains.

Best, Magnus.

General / Re: CPU and GPU benchmarks
« on: September 24, 2014, 06:43:32 PM »

I just got the Asus Geforce GTX 970 Strix and have been running some quick tests.

I've used the building.psz with Build Dense Cloud at Medium and Aggressive. 6 out of 8 cores enabled.

First run:

Device 2 performance: 732.496 million samples/sec (GeForce GTX 970)

Second run:

Device 2 performance: 735.672 million samples/sec (GeForce GTX 970)

Third run:

Device 2 performance: 742.626 million samples/sec (GeForce GTX 970)

I then tried running it at High and I got:

Device 2 performance: 854.403 million samples/sec (GeForce GTX 970)

I also did one test with 0 out of 8 cores enabled (at medium) and I got:

Device 1 performance: 843.676 million samples/sec (GeForce GTX 970)

This is all with Nvidia driver GEFORCE 344.11.

I also ran my old GTX 570 and it scored between 525-545 million samples/sec.

Best, Magnus.

General / Re: New Nvidia GTX cards
« on: September 20, 2014, 11:35:16 AM »
Thanks a lot Alexey! That's great to hear!

Best, Magnus.

Face and Body Scanning / Re: Yongnuo Transceivers and double ballhead clamp
« on: September 20, 2014, 10:19:15 AM »

I assume Leo is talking about these They are great, I use them for cameras but also for rigging stuff.
Manfrottos Nano clamps are pretty neat too

I have some of those other clamps too (coollcd) and have managed to break the handles on two of them when tightening, hehe.  :P

Best, Magnus.

General / New Nvidia GTX cards
« on: September 20, 2014, 10:07:38 AM »

Seems that the new 900-series from Nvidia might be good for PS

This brings me to a question though.

Since PS doesn't work with the newer nvidia drivers (I tried the newest release GEFORCE 344.11 with my old GTX570) I assume PS wont work with the 900-series with its current release?

I have a Asus 970 Strix (turns its fans off when not under load, I love that) coming next week hopefully so I will soon find out I guess, hehe.

Best, Magnus.

Hello again guys!

Just thought I'd show this example which should give another hint as to what I was working on.

Those heads beside mine are 1/6th scale heads (not made by me ofcourse, the man is from a DiD figure and the girl is by Kumik), there is a big community around sixthscale collectible figures (just do a image search on Google for "sixth scale").

I was going to have the heads 3D printed and handpainted just like those are. That would have used the amazing quality that can be gotten from photogrammetry and given it a nice artistic touch from the manual painting.

I still intend to pursue that idea later since I do think it has merit especially if hair can be solved, hehe.

Best, Magnus.


Thanks a lot for those examples!

Best, Magnus.

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