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Messages - olihar

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271
Bug Reports / Ground Control and Coordinate system - crazy error.
« on: August 12, 2011, 12:17:38 PM »

Seems very strange to me, the only coordinate system I seem to get to work is local Coordinates and WGS 84, I started with ISN93 and converted them straight to WGS 84 so its the same location.

Local Coordinates, looks good.


WGS 84 looks good.


WGS 84 Looks correct in Google Earth.


Now however.

All the other coordinates system I tried seemed to fail like

ISN93 big fail.


ISN93 in Google Earth.


I tried various other ones, they all seemed to fail. Could there be something wrong with ISN93 for example.

Any ideas.

272
General / Re: Agisoft PhotoScan 0.8.3 pre-release
« on: August 12, 2011, 11:57:27 AM »
I can not open projects made with this version Build 1096 with Photoscan Build 985.

If the project has not been textured, I can see the model, but there is no info and its like I have to run the project again.



btw. most recent prerelease build is 1132
just wanted to throw this in because it is only mentioned in the changelog and many might have missed that.

best regards
Jan

Problem is still in this version as well.

273
General / Re: Agisoft PhotoScan 0.8.3 pre-release
« on: August 12, 2011, 12:25:58 AM »
You're right

"This pre-release is considered as unstable and is not recommended for production use."

Worth knowing for people, and there might be an easy fix.

274
General / Re: Agisoft PhotoScan 0.8.3 pre-release
« on: August 11, 2011, 08:35:34 PM »
I can not open projects made with this version Build 1096 with Photoscan Build 985.

If the project has not been textured, I can see the model, but there is no info and its like I have to run the project again.


275
Feature Requests / Double click to move Trackball
« on: July 11, 2011, 05:09:52 PM »

Suggestion of when you double click on the model it will move the Trackball's center to the triangle/point you double clicked on in the model. Would make much easier navigation.

276
Feature Requests / Re: Texture - size, format, layered
« on: July 11, 2011, 05:06:55 PM »
Just so I keep this a little up more.

Would it be possible to use a texture from X image by using Keep UV.

As the option is grayed out when Keep UV is selected.

Then if that is possible a batch could be created to export each image as texture with only 1 photo and black "mask" for the rest. Then fixed could be done in post processing for bad seams in the texture created with all the images.

277
General / Re: minimal gpu usage
« on: July 07, 2011, 11:30:21 PM »
You know that the GPU is only used on the meshing part...

278
Feature Requests / Re: Texture - size, format, layered
« on: July 05, 2011, 08:36:15 PM »
What about layered texture file for manual seam editing, where you got all the images in 1 layer then a flattened layer in the bottom of the file.

279
Feature Requests / Texture - size, format, layered
« on: July 05, 2011, 04:46:55 PM »

It would be great to be able to work with other then jpg texture files, for example 16bit Tif files or PSB files.

So one can do larger then 30k textures and not limited to 8bit. As long as input images are of course 16bit tif files.

Layered texture file would be very handy as well, where one could go in and manually edit seams that Photoscan might have some trouble with in Photoshop for example.

280
General / Re: Alignment of chunks against known gcp coordinates
« on: May 31, 2011, 07:06:02 PM »
I think this is a feature request right there, The Geo referenced flags get a priority on the simple named ones without any location data. So it is possible to merge large amount of chunks together without all of them having to have ground control points.

Could maybe make another align flag, 1 align one for ground control.

281
Feature Requests / Re: Command line access
« on: May 19, 2011, 07:47:35 PM »
I indeed think this could be interesting to be able to run the whole process in one go through the command line, in steps of all at once.

As well with the possibility to input your own data if wanted, for example a bundle.out file or your own mesh. Just to name 2 things.

282
General / Re: Texture Blending
« on: May 19, 2011, 07:44:30 PM »
A little bit more on this.

It would be nice if it was possible to get a different format then JPG as output, to make it possible to do larger then 30K textures. Say, TIF, PSD or PSB.

Output Layered texture, This would have each camera projection in 1 file or Layer. For blending of your own.


283
General / Re: SIFTGPU and Bundle Adjustment on the GPU
« on: May 15, 2011, 05:36:17 PM »
Hi olihar,

on my linux box photoscan is using CPU AND GPU (nVidia GeForce 9600GT) and tiepoint detection and matching is not slower than SIFTGPU. I experienced that photoscan bundle adjustment is much faster than with other SfM packages and the resulting 3D Model is of higher quality. I am using only Photoscan standard edition, which works fine for me.

I would like to ask where you found the information, that photoscan uses SIFT and / or SURF feature detection?

kind regards
thomas

As far as I can tell Photoscan is only using the GPU on one of the steps in its workflow. Thats the surface reconstruction.

Well it has been stated here that Photoscan uses something similar to what other software packages use. So I was taking a shot it was some kind of SIFT/SURF variation.


284
Feature Requests / Command line access
« on: May 15, 2011, 04:45:00 PM »
I haven't been able to find anything about this.

Is there a commend line access to Photoscan.

If not, is this planned? as this could be such a great feature.

285
General / Texture Blending
« on: May 15, 2011, 04:41:35 PM »
Some examples I have seen from Photoscan look really interesting, There was one thing I noticed regarding texture, for example you do a 8k x 8k texture of an area it does pretty good at blending the images together to make a texture. However to me the texture looks very soft, it is like it does not use the full resolution of the images to create the texture. I am wondering if that is true?

As well looking at the UV's they look really bad, I know model can be taken into another program to make better UV's and re-project the texture onto it. But making better UV's in the first place seems to me to make the textures a lot better.


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