Forum

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - igor73

Pages: 1 [2] 3 4 ... 16
16
General / Re: Best GPU for PhotoScan With Highest Overall Performance
« on: June 09, 2015, 01:44:23 PM »
Best performance i would say is Titan X right now.  I have 2 of them.  Bought them for other rendering applications really.  Price - Performance wise Titan X is probably not the best choice though but if you want the best possible performance they deliver.   They only draw 250W.  I run 2 in SLI using only a 750W PSU.  They can also be over clocked quite a bit.  Make sure you have a well ventilated case if running 2. 

Single Titan X on the building test images

Finished depth reconstruction in 541.615 seconds
Device 1 performance: 1534.46 million samples/sec (GeForce GTX TITAN X)
Total performance: 1534.46 million samples/sec

17
General / Re: handle big projects with small workstation
« on: May 21, 2015, 03:07:47 PM »
As for recommended workstations  i guess a minimum low end configuration would look something like this

Minimum 64GB RAM (max you can get with i7)
The socket 2011 6 core i7  CPU´s gives good performance with agisoft for the money
A descent GPU will help with the dense cloud stage.  Titan x is the fastest but very expensive. If on a budget maybe a used 780 TI? 


18
General / Re: handle big projects with small workstation
« on: May 21, 2015, 03:03:11 PM »
With the computer specs you have i would jump on wishgranters offer.  Mail him a USB stick.  He has the processing power to process the data on much higher qualities. 


19
General / Re: build a good texture
« on: May 13, 2015, 02:00:37 AM »
How did you generate the UV map?  With Agisoft? 

You could try to mask out out of focus areas of images to force Agisoft to ignore those parts of the images.  Has worked OK for me in some projects where i had kind of similar problems. Don´t forget you can use photoshop to fix errors in the texture to. Clone stamp, healing brush etc.  To do this you need a proper UV though and Agisoft produces tiled UV´s that are hard to edit.  There are options in Agisoft to get a more easy to edit UV but that mostly works for flat objects.   Making the UV with a 3D software will usually give you more control and better UV. 

20
General / Re: GTX 980 and OpenGl
« on: May 06, 2015, 11:18:36 PM »
Sorry i don´t understand the question.  GPU already speeds up dense cloud generation a lot.  Are you asking if GPU could ever help align images and mesh generation?  I don+t know but its an interesting question.  Maybe Alexey can aswer that? 

21
General / Re: Mesh generation is a problem
« on: May 06, 2015, 02:02:10 AM »
Interesting, never herd of cloud compare.  How much denser point clouds are you able to process?  Is it faster than Agisoft?  Quality compared to Agisoft and are there good hole filling options? 

To the OP.  If you run out of RAM your only option is to re process the dens cloud at lower setting or split the dense cloud up in chunks before meshing.  For larger projects  400 plus images medium dens cloud setting is often more than enough using 20+ mpix DSLR images. 

22
General / Re: PBR textures
« on: May 06, 2015, 01:52:50 AM »
Thanks for the tip on lightbrush, looks very interesting.  Do you feel this allows you to lift a lot more shadows than camera RAW on good DSLR images?  I guess so or you would not use it.   

http://www.fxguide.com/featured/tandent-lightbrush-engineering-an-image/

23
General / Re: GTX 980 and OpenGl
« on: May 05, 2015, 08:33:43 PM »
GPU will only make a difference in the build dense cloud stage.  Aligning images, build mesh and texture does not benefit from GPU. 


24
General / Re: PBR textures
« on: May 05, 2015, 06:33:25 PM »
Seen the video and its a very interesting overview.   They do not give much in depth info on how they cancell out AO and create accurate specular maps though.  Anyone have ideas? 

25
General / Re: PBR textures
« on: May 05, 2015, 01:48:34 PM »
Searching  a bit and found a method using polarizing filters to separate diffuse.  Not sure how this will work in a single camera photo scanning scenario though? 

http://filmicgames.com/archives/233

26
General / PBR textures
« on: May 05, 2015, 01:28:30 PM »
Planning to make some of my own tiled PBR textures based on scan data.  Will start out with some wood materials. 

Does anyone have a good method for generating accurate specular and gloss / roughness maps?  Normal maps  i plan on using Xnormal or Zbrush  as i have done on scanned objects.  Will use the texture/materials for UE4 and Octane render. 

Need to get rid of or reduce AO from the diffuse and i will try using HDRi tone mapped images for this purpose.   I also have large soft boxed strobes available for even lighting.  Any advice on this?


27
General / Re: Dense Point Cloud Upper Limit?
« on: April 29, 2015, 02:42:09 PM »
Also interested in opinions on external sw for mesh generation as Agisoft is a memory hog at that stage.   

As marcel said dc stage is not that memory intensive so you may be just fine with high setting. I would definitely run a large project like this om medium though as when you get  to mesh stage you are going to need massive nr of chunks.  Run a sample at medium and high and compare the results.  Often the difference is very small and in some cases medium can help fill holes and actually give better results.  It all depends on the image quality i think.  For high you need good image quality. 

  I ran a project using 4000 36 mpix images on medium dc setting on a 64GB ram system and it was no problem at all.  For Mesh generation i had to split in to 5 chunks though.


28
General / Re: Camera calibration improving accuracy?
« on: April 27, 2015, 03:11:36 PM »
It seems the exif data is less important than you would think?  Is it useful at all?  Agisoft seems to do an amazing job calibrating during the alignment.  Does the EXIF data help in any way? 


29
General / Re: How do i increase texture quality
« on: April 25, 2015, 02:34:21 PM »
You can try decimating the mesh to a lower polygon count.  5 million is often to much for the tiled UV map and you get a pixalated result.  Try decimate down to 1-2 million and the result may improve. 

30
Looks good!  Keep us updated on your progress.  I also have plans of using a mix of photogrametry objects and modeled objects for a UE4 oculus rift demo.  Still working on the assets so probably a few months from being ready for UE4. 

With  some texture tweaking and fixing up the models with Zbrush your  scene could improve a lot. 




Pages: 1 [2] 3 4 ... 16