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Messages - admir

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61
Face and Body Scanning / Re: Best Positioning of cameras?
« on: January 28, 2014, 11:53:14 AM »
You should try rotating them vertically (top 2), maybe adding another one also vertical poistioned around chest pointing upwards shooting just head. With turntable 3 cameras for head is minimum. We shot just head with 4 cameras and turntable to get decent results.

A

62
With separate parts you get 3 times more detailed textures and usually 3 times detailed solutions. For our purpose we scanned character in T-pose and posed/animated them later.

What i did (if time permited) was:
For legs parts have chracter wear only pants and boots to get proper deformation over boots and shirt tucked inside pants for easier masking out mesh. Shoot this with legs only visible in images (you can zoom in to get large cover). For this i have rotated cameras vertically to get more coverage.

For torso parts have character wearing what you want and placed over pants as you want to be. Zoom in as much as possible to get full frame of torso part (head doesnt have to be in frames). For this part i have rotated cameras horizontally.

For head i had character wearing gray shirt (something like this: http://wpecdn.com/media/catalog/product/cache/1/image/400x/9df78eab33525d08d6e5fb8d27136e95/i/m/image_64592.jpg which have noise pattern and that helped PS aligning points) and camo beanie like this one: http://www.nexternal.com/armynavy/images/Woodland-Camo-Beanie-Watch-1.gif  if you dont need hair. Those two helped getting alot points and compesate for oilness of skin and hair when aligning cameras and finding points.

For full body pose it as you want wearing same clothes as in separate sessions and align photos. The purpose of this solution to get locations where shoulders, head, waist are and proportions so you can place your separate solutions in same locations.

For full body and separate parts i create final high poly meshes and very low poly mesh (~20 k) for easier manipulation. I use Modo for aligning parts (you can use any 3d app) . You can move loaded meshes in "item" mode around virtual scene. This means actual position of vertices and polygons arent changed only handle so when you replace low poly meshes with high poly you get position, rotation and scale correct.

Sory about crap explanation of workflow :), hope it helps.

Admir

63
I would move top camera to shoot from bottom and move camera that is currently bellow it bit further. From my experience with turntable (4 Canons) there are problematic areas like armpits, crotch, bellow jaw  that more cameras can solve. For top you can use 2 cameras and get good results.

I presume by names of images that you are using Nikons ? If you want more details, i dont think you can get full body scan with 5 cameras.

What we did with 4 cameras is to scan full body (like you did) as reference, then scan separately legs, torso and head and combine those 3 scans using full body scan as reference. It sounds like pain but basically you dont need to move cameras just rotate and zoom.

Here are a few examples:
http://www.agisoft.ru/forum/index.php?topic=1763.msg9342#msg9342
http://www.agisoft.ru/forum/index.php?topic=1763.msg9346#msg9346

64
So I am using a 5 camera turntable setup and I am attempting to make full body scans, however the camera alignment is very inconsistent, and on the best ones the face tends to be partially ripped off, or lumpy.  I have attached an example of a great camera alignment and a typical poor camera alignment.  Is there a way to achieve more consistent results regarding camera alignment?  Also what are some tips for fixing the face?  Lastly, how can areas like behind the ear, and behind the hands come out better?  The lighting is fairly even, but since i'm using a turntable some frames may produce shadows behind the ears, under the hands, etc, while other frames don't.  Thank you all!!

(the good camera alignment is the one with the dome -like look, the poor one has cameras scattered all around)

Have you checked sharpnes of images ? Could be head is out of focus. Also clothes worn by subject could be to uniform for photoscan to match points (look point cloud noise in upper body in your first scan compared to jeans).

Admir

65
General / Re: Trouble with aligning photos
« on: January 11, 2014, 07:12:30 PM »
Look at camera placement in main window, looks like 3 cameras were wrongly aligned. If you cant find them visually, select points in wrong scan and filter by points (right mouse button click in main window). Try removing those cameras one by one.
First, check if all cameras are aligned from project window, looks like only few were aligned.

admir

66
General / Re: Edit points after aligning photos
« on: December 19, 2013, 05:43:16 PM »
Does it makes sense to eliminate outlined points after aligned photos?

I've tried this with elimination of unwanted points and without but the result is always the same.
I thougt the mesh generation is based on these points.

Did I missed something?

From my experience, finding "badly aligned" cameras and realigning or removing them works the best. You can select erroneous points (in 0.91) PS will select cameras contributing to those points and from there you can remove them or align. In 1.0 you can filter cameras by points.

A

67
General / Re: Tech demo
« on: December 18, 2013, 01:17:15 PM »
Quote
Farm51 wants to achieve a true photorealism. "Get Even" graphics is based on 3d scans of real locations and characters. For the first time this kind of technology wil be used so extensively in a videogame.

Interested to see how they remove all shadow baking, specular sheen and baked in details to utilize physically based shading, lighting and rendering  :)

Shame Photoscan didn't get a plug (as usual)

I don't think they removed shadows at all. If you check start of 2nd movie, there is shadow from window in the corner that is baked into Color (as it looks to perfect for real time shadow rendering). Also there are spec highlights on bottles (looks like from lights they used when lighting scene) in the garbage pile in opposite corner.
Guess with proper scene lighting you can remove all large shadows and with baked "occlusion" in color maps you get fine details. Crazybump does miracles with generating additional normal maps from color.

Anyway, it looks great. Wonder how many textures does scene uses :)

Admir

68
General / Re: differance in auto masking between..
« on: December 10, 2013, 11:39:32 AM »
With turntable, you need to create 1 bcg image for each camera which is less than 360 setup.
Like i said in other thread, i have successfully managed to create bcg image by hand in Photoshop using one of photographs with subject and repainting over it with colors similar to background colors, basically removing subject from photo. It doesnt have to be super precise.

Admir

69
General / Re: Automatic mask in PhotoShop
« on: December 10, 2013, 11:36:42 AM »
I did not know that I do it also with PhotoScan. thanks !

another question, do you know how the option "mask by a model" works? What model exactly it refers and in which cases is more handy ?

thanks a lot  :D

For mask by model to work, you need to reconstruct 3d model, export it (can edit in external app) and use it as mask. With new build dense meshes option, for me it is better option then mask by a model.

If you have static cameras (turntable for example) i used to make background image by hand in Photoshop ,painting similar colors over subject. and it worked well. It is usefull if you forget to take background image or it is faulty for some reason.

70
General / Re: Automatic mask in PhotoShop
« on: December 09, 2013, 07:04:44 PM »
You can try putting image with object on top layer of background and use Difference blend mode. Add image adjuster (levels, curves, brightness/contrast) on that layer to mask out.

However if you have your background image why dont you simply use in Photoscan in masking options.

Admir

71
General / Re: Turntable Requirements
« on: December 03, 2013, 11:02:00 AM »
Hi,

Thank you for your reply.

I am a stage considering what to do.
After purchasing them, I will do the test.
At that time, I will post the image.

Best regards.

Good luck!

Admir

72
General / Re: Turntable Requirements
« on: December 02, 2013, 12:51:26 PM »
I have yet to try using the mask from background feature in Agisoft as I've been creating key's from a green screen background. How are you ensuring that the background exposure is the exact same with and without the subject? Exposure locking? Or does Agisoft have some tolerance when it comes to this?

Shoot with manual focus and white balance. That ensures same focus, same exposure.

73
General / Re: Turntable Requirements
« on: November 28, 2013, 12:41:02 PM »
I'm a little unclear on the workflow for capturing an object shot on a turntable. I have 36 shots of the object as it was rotated, then one shot of the turntable and background without the object for use as a mask. What are the actual steps for using that background shot to mask the images so the object can be recreated?

From Tools menu, select Import->Import masks. In first pulldown choose chunk (usually you have one, so select Active). For Method choose Background. Navigate to folder with background in .png.

For more about Masks, check manual in "Using masks" part.

Admir


74
General / Re: Turntable Requirements
« on: November 28, 2013, 10:05:51 AM »
Awesome information, everyone!  You guys are a great resource.  So I'm understanding that a turntable is completely fine as long as you mask the background out, correct?

Thanks!

Turntable is great for standing still objects and similar, very good for characters (as it depends on person being able to stand/sit still for a fairly long period of time). Yes, masking background does the magic and reduce calculation times. Good light and shooting params (Iso, f-stops...) are the most important to get sharp,well lit photos.

Admir

75
General / Re: Turntable Requirements
« on: November 27, 2013, 12:06:42 PM »
Our 1st turntable had 26sec per rotation so it shouldnt be problem if you can shoot cameras and flashes that fast.

A

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