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Messages - kirk

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16
General / PTX import?
« on: July 10, 2020, 06:28:27 AM »
it worked in 1.6.2  standard version just fine.   And now in 1.6.3 it doesn't.  I get zero points after  lengthy ptx  loading, same file I Ioaded in 1.6.2.

The feature is not there any more or it's a bug?

17
After importing pts point cloud from laser scanner , building a mesh and setting a few gps measured points  would be nice to have an option to import few random phone  photos and figure out camera position based on gps data. I mean not true photogrammetry but just somethng to project on LIdar mesh

18
General / Why can't we build "Height field2.5" from Depth maps?
« on: February 28, 2019, 09:21:18 AM »
It looks like "height field" requires much less RAM and works much quicker while still perfectly ok for certain type of subjects.
So why we couldn't have advantages of new "depth map" generation method with Heightfield?   Am I missing something?

19
I need to build a super hi res mesh for a terrain surface  from Mavic Pro drone dng images   to be then baked as displacement/height /normal map textures of a shell low-poly one.   

Looks like main limitation is RAM, right?   Is there a way to work around it?     I once build 800 mil mesh on the same pc  but it's kind of foggy what settings I had that time.

 I need maximum possible details in the target normal texture so I bet only way is to build a super huge mesh.


1.  I should go "Heighfield" right?   Not "Arbitrary"    So the new depth map mode is not an option, right?   I tired "depth map" and it stops at 97% decimation stage and never finishes it.

2.  What should I set for "reuse depth map", does it matter at all?

3. I shouldn't even try "decimate" , right ?      It doesn't work with huge meshes?
 I actually somehow coped with  "simplifing" my huge meshes in a Steam version of Reality Capture.   Unfortunately  RC itself fails with proper Mavic Pro images  aligning and even when it doesn't,  it does lots of surface artifacts over what Agisoft does  and also inferior/ more blurry color textures IMO (Needs much more hi res input than the drone  is able to provide considering flight/battery time)

4. What's best geometry format to export from Photoscan . Takes less time to save/ less GB on disc  etc.?    Alembic?

5.  Would a color texture  build for extra  low poly mesh with custom unwrap  be matching  height/displacment details baked from super hi res mesh in 3d party texture baker?    I mean considering texture bakers usually do ray tracing along low poly mesh normals?  Would it match with how Agisoft projects the texture pixels?

 Or I should make the color texture for same super hi poly object too?  Would take forever I guess

ps.      Could sombody who use drones share few thoughts.  Is it good idea at al or anything I am going to get is lots of geometry noise instead of super hi res mesh?     







20
General / Re: How much of GPU should be engaged?
« on: January 16, 2019, 11:20:53 PM »
Thanks, Mak11

21
General / Re: How much of GPU should be engaged?
« on: January 16, 2019, 03:51:00 PM »
Thanks Alexey, 

Is that "dence_cloud_max_neighbor" setting  available only in Pro version? I have Standard one.  Or should I just add such a line into Tweak dialog?

With that Depth based method should I keep "re-use depth maps"  on or off?

22
General / Re: How much of GPU should be engaged?
« on: January 16, 2019, 12:56:41 PM »
It's "ultra high" quality  and 575 images of Mavic pro drone each  3992x2242.   I need to build a super hi res mesh ( 100mil probably) to be then baked into displacement and normal map textures (UDIM unwrap) of a low res in-game terrain.     

 Not sure , perhaps I should do it in a few smaller chunks? But I have no idea how would I  deal with overlapping parts when will bake hi-res to low-res model in texture baking soft considering so huge poly count would be impossible to edit manually.

Wonder could I do it some other way without so huge mesh and dense cloud calculation?
 I see I can export camera based depth images and world space (maybe?) normal map for each camera. 

A crazy idea  but  should I  try to just use them as a replacement of color images for building low poly model  texture.    I need a depth map ray traced along low poly mesh normals  and I bet the image depth is ray traced along corresponding camera vectors so it wouldn't work probably.   But the normal maps may work I guess.    Are they camera space and  different for each camera or world space? 

After several hours it stopped to use GPU at all and the "left" counter is  showing more and more.




23
General / Re: How much of GPU should be engaged?
« on: January 16, 2019, 07:57:46 AM »
Here it is

 I did install current nvidia driver.   Again it's a dense cloud generation.    Wonder if GPU acceleration  really works as it should with my  "Compute_0" around 50%?   Isn't it supposed to be closer to your example with nearly 100% loading or it's something  Quadro specific?     

Can I do something to squeeze more of my GPU?

24
General / Re: How much of GPU should be engaged?
« on: January 15, 2019, 06:34:09 PM »
I tried it with current Metashape 1_5_0_64x  and then went back to Photoscan 1_4_4_64x.

Those 15-20% is from 1.4.4  and with current Metashape 1.5.0 I have even less GPU loading  , actually hardly any load at all , maybe 3-4% during dense cloud building.

Metshape does it just forever    The GPU checkbox setting was checked in in both

Should I try to update gpu driver?  It's 416.34 currently, not especially old

25
General / How much of GPU should be engaged?
« on: January 15, 2019, 04:36:16 PM »
I see only 15-20% of my GF 980ti 6gb  while doing dense cloud "reconstructing depth" process.    Is it normal?   I thought it should take advantage of GPU, right?


26
Would  love to see such a feature.    Maybe even without hi poly mesh generating.  Just a way to bake dense cloud or depth maps into a height/displacement/. vector displacement  texture for a low res model generated quickly from sparse cloud.   

Kind of a  second texture beyond usual color one.   Representing a distance in between surface of a low poly mesh generated from sparse cloud and points of the dense mesh


 

27
General / Re: Image Stabilization and Photoscan?
« on: April 09, 2018, 08:48:36 PM »
Found in this book:

https://books.google.ru/books?id=_f7oBQAAQBAJ&pg=PA188&lpg=PA188&dq=image+stabilisation+for+photogrammetry&source=bl&ots=TZ20SsaF5r&sig=YjHtTi2du7NqNvONGzl-1UN9BWQ&hl=en&sa=X&ved=0ahUKEwid8_nKlKPaAhXpCJoKHWCpAiUQ6AEIdTAH#v=onepage&q=image%20stabilisation&f=false

"Geometric changes due to Image stabilization can only be accommodated by use of Image-variant camera calibration"

Doesn't Photoscan do  such kind of a calibration?   I read somewhere you need to split calibration groups into each own  per an image ?   Although I've  never noticed a difference personally.

Wonder if Image Stablisation is what to blame for pretty poor and errors infested geometry I got with Mavic Pro drone while it does perfectly crisp DNGs?

Some people say they get perfectly ok result with Stabilization.  I personally can't answer it myself    but I have pretty old stabilization in my Oly camera.   Maybe with a newer models it's ok?

28
General / Image Stabilization and Photoscan?
« on: April 08, 2018, 11:08:56 PM »
Wonder should I use    Image stabilization?  Lense or in camera one?   I mean without a tripod. 

What's preferable with dim lighting conditions:    Higher iso values  or image stabilization+ 1/15 sec? 

How it works with roll shutter?   

Is Image stabilization a problem at all?  I read somewhere it's not very good for photogrammetry.




29
General / Re: Best file format to export heavy mesh?
« on: April 08, 2018, 10:17:45 PM »
Thanks Alexey,   200 mil mesh is for baking  height map/normal map of a subject  in a 3d party texture baker.  In a word for modern  kind of a surface material.

I ones did 800mil mesh with Photoscan. A patch of a ground surface.  So your question seems a bit odd for me.

Am I missing something? An easy way to export height texture at once,  altogether  with color/diffuse texture without wasting time for building and exporting  hi res mesh?

A texture where pixel values would be grayscale  deviations of dense point cloud dots from a low poly mesh shell?   

30
General / Best file format to export heavy mesh?
« on: April 08, 2018, 05:45:28 PM »
What's a file format take less time to export in Photoscan.    I tried fbx to export 200 mil mesh and it never complete actually.  I think fbx is  a quickest one in Reality Capture for example. 

Obj is pretty slow too . Not surprising considering how ancient  the obj is. 
So which one is the best in Photoscan?

ps. I tried decimation and it takes forever in Photoscan.  Wonder if it worth using it time wise?

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