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Redrobes blog about playing with the technical side of graphics.

I hack about with graphics programming and like to play with new ideas, apps and stuff whether 2D or more usually 3D...

  1. A few results from Meshroom.

    by , 10-22-2018 at 12:05 PM (Redrobes blog about playing with the technical side of graphics.)
    In my last entry I mentioned that Meshroom had been released. I had to borrow a friends machine with an nVidia card on it that would handle CUDA as the program will not run without it. The computations required to generate the 3D mesh from the photos are quite intense and with many photos it takes a lot of time. CUDA is the graphics card support which allows the Graphics Processing Unit (GPU) to handle that complex graphics based math instead of the normal CPU. Since GPUs are custom built for this ...
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  2. Continuing with the photogrammetery thing...

    by , 08-20-2018 at 09:15 PM (Redrobes blog about playing with the technical side of graphics.)
    Time marches on and developers have been busy. There are some new photogrammetry apps out there and one looks particularly good.

    Released (recently) in Aug 2018 a project my the name of Meshroom has frozen a build for release for both Windows and Linux.

    If you head over to AliceVision website there are some links there to download the software as prebuilt binaries:

    https://alicevision.github.io/#meshroom

    Before you do however you should ...
  3. Denser point clouds for better resolution 3D mapping.

    by , 10-31-2016 at 09:13 AM (Redrobes blog about playing with the technical side of graphics.)
    Its been a while since I updated my blog about 3D mapping terrain.

    As predicted, those tools to make denser point clouds have appeared in open tools:

    http://blog.mapillary.com/update/201...n-opensfm.html

    OpenSFM is a really good tool. Even before this update I have used it to generate quite dense point clouds of 3D models so this new development sounds interesting indeed.

    Dont miss the link in there for OpenDroneMap. ...

    Updated 10-31-2016 at 09:21 AM by Redrobes

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  4. Stitching points into a model using MeshLab

    by , 02-04-2011 at 09:20 AM (Redrobes blog about playing with the technical side of graphics.)
    Ok so we have the points, lets make a mesh - a polygon model of the building. In MeshLab clean up some of the stray points. You can do that by selecting points and deleting them. The selection icon is the one with three dots and the cursor arrow. Click that and drag out a box over some points and they turn red to show they are selected. The delete is on the far right which is the three dots and a triangle with a big X through it.

    Once you have the vertices for the building without ...

    Updated 02-04-2011 at 09:26 AM by Redrobes

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  5. More Insight3D and point extraction.

    by , 12-06-2010 at 04:12 PM (Redrobes blog about playing with the technical side of graphics.)
    So you have run the app and got the model out and extracted the text file of points which should look like this...





    and this...


    Code:
    11.533901 6.104121 9.604865 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    0.953364 -2.537618 10.625220 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    11.532170 6.103600 9.600652 0.000000 0.000000 0.000000
    ...

    Updated 12-06-2010 at 04:40 PM by Redrobes

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