Photogrametry

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tomasb44
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Photogrametry

Post by tomasb44 »

Do you guys use any photogrammetric tools (Like photomodeler, agisoft, cmpmvs, 123dcatch...).

If you do which one you use and what do you use them for
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Re: Photogrametry

Post by RAYMAN »

tomasb44 wrote:Do you guys use any photogrammetric tools (Like photomodeler, agisoft, cmpmvs, 123dcatch...).

If you do which one you use and what do you use them for
I tried some of them but for some reason they were not reliable enough for what I wanted to get..
apart from that I needed very controled images and in the end it was just as much work for me to model
it from scratch rather then use the pictures....the pictures have to be made under very good and shadowfree lighting... if the light was off the
finished product was bad too !
I wanted to use it for architecture.. !
But I am very open minded..... if someone comes up with something that realy works well I might take it up again.....
Not only did the cavities and holes have bad geometry.. the meshes werent very nice either.....
Peter
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Re: Photogrametry

Post by tomasb44 »

Our Photogrametry project turned to Beta today.

We will open Beta program in a few days. So if you have Nvidia that is Cuda 2.0+ and you are interested, you are welcomed!

Here is a automatic reconstruction from photographs of a coach created using ~270 photos, 19M triangles.
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Capture.PNG
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Re: Photogrametry

Post by clintonman »

I just started experimenting with VisualSFM + CMVS/PMVS + MeshLab and the PPTgui + osmbundler. So far I find that VisualSFM is faster and more reliable than the PPTgui. I don't have anything to show yet. I look forward to comparing them to your new solution.
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Re: Photogrametry

Post by tomasb44 »

We should be much better than cmvs/pmvs/cmpmvs/agisoft/acute3d/3dflow... :)
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Capture.PNG
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froo
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Re: Photogrametry

Post by froo »

Very cool, Tomas! :)
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Re: Photogrametry

Post by Draise »

Impressive!
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Re: Photogrametry

Post by tomasb44 »

So. we published our initial web pages.

http://www.capturingreality.com/"

Comments appreciated (This is how it ends up when developers design web pages :D)

Btw. If you are interested, demos will be available in 1-2wks. 64bit win7/8; 8gb ram + 1gb NVidia CUDA2.0+ GPU is required
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Re: Photogrametry

Post by MikomDude »

I'm interested in trying this out.
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Re: Photogrametry

Post by clintonman »

The automatic scrolling is distracting to my eye. Maybe it would be better if it was slower.

I'm looking forward to trying it out.
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Re: Photogrametry

Post by tomasb44 »

Martin changed timing a bit. is it better?

The worst thing is that we have tons of materials but we cannot publish it on the web :).

Anyway, this is reconstruction of WW2 tank from few shots from 15mpix camera (no photos from top so there are some artifacts)
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Re: Photogrametry

Post by stan »

Very nice Tomas..how many of the old caligari programmers are working with you on this?
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Re: Photogrametry

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stan wrote:Very nice Tomas..how many of the old caligari programmers are working with you on this?

Only MartinB. The rest of calig team is still in MS, they were too weak for a startup ;).
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Re: Photogrametry

Post by clintonman »

Timing of the transitions doesn't look any better to me. The first image is held for a long time then the others seem to move with the same fast speed as before.
There seems to be an image missing near the end the sequence.
By the time you scroll down to the numbered sequences they have already moved past image number 1. I think the bottom 2 shouldn't have automatic scroll or they need to be setup so that they start after they become visible on the screen.
I think a video might be a good idea to show off the 3D models captured by the software.
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Re: Photogrametry

Post by tomasb44 »

Those transitions.. it did not really matter if it was 10s or 2s.

Now it is on manual. At the least it will not drag your eyes when you look at the image.



We added new video on our YT channel :)

https://www.youtube.com/watch?v=kEDyyQr95fk"
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Re: Photogrametry

Post by Draise »

I am extremely impressed! Great tech and examples, and great website. I guess this would be awesome to create games in ones own neighborhood! Well after some retopology.

Or as a 3D scanner? I can see lots of implementations fire vfx in cinema too.. Nice
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Re: Photogrametry

Post by clintonman »

Very nice video. Will there be any function to control the resolution of the final mesh?
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Re: Photogrametry

Post by clintonman »

tomasb44 wrote:
stan wrote:Very nice Tomas..how many of the old caligari programmers are working with you on this?

Only MartinB. The rest of calig team is still in MS, they were too weak for a startup ;).
Please ask the calig team to leak the truespace source code. We won't tell. I promise. ;) :D
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Re: Photogrametry

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clintonman wrote:Very nice video. Will there be any function to control the resolution of the final mesh?

Yup, there is mesh simplification but as artists are always unhappy with automatic simplification we kept mesh in full resolution but split the scene into 2-5Mtriangle parts. So you can open blocks in ZBrush, simplify with locked boundaries and then merge + simplify again. We will add retexturing from imported mesh too, so if you provide your own UV map or even retopology the mesh, it should work..
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Re: Photogrametry

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Draise wrote:I am extremely impressed! Great tech and examples, and great website. I guess this would be awesome to create games in ones own neighborhood! Well after some retopology.

Or as a 3D scanner? I can see lots of implementations fire vfx in cinema too.. Nice

For Pro guys with laser scanners we added support to color laser scans from photographs; You do not need to have panorama robots that fit on your laser scan tripod :). You just take a lot photos from the scene... also we can merge laser scans clouds with photogrammetry to cover laser-occluded areas. So yes, we kept vfx in mind :).
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Re: Photogrametry

Post by tomasb44 »

clintonman wrote:
tomasb44 wrote:
stan wrote:Very nice Tomas..how many of the old caligari programmers are working with you on this?

Only MartinB. The rest of calig team is still in MS, they were too weak for a startup ;).
Please ask the calig team to leak the truespace source code. We won't tell. I promise. ;) :D
:D:D:D.
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Re: Photogrametry

Post by tomasb44 »

Hi everybody.

So, after many years of research and development, i'm happy to announce that we lifted secrecy and offer beta demo of our RealityCapture photogrammetry stuff...

If you are interested, and have NVidia Cuda 2.0+ capable GPU with at the lease 1gb ram, register through our web at http://www.capturingreality.com/contact" .

In Comment, please note that you come from Unit3d3dartists :).
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Re: Photogrametry

Post by Finis »

This is great. I hope you earn money from it.
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Re: Photogrametry

Post by tomasb44 »

we made some nice progres with our product and
one of our testers (ten24) made some nice CG. here is YTB link for you to enjoy:
https://www.youtube.com/watch?v=UWBsMaPPWTU"
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Re: Photogrametry

Post by stan »

Very impressive Tomas...
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Re: Photogrametry

Post by clintonman »

Looks like they're out of beta and have a "trial" version available.
"...completely free for commercial use until 31th of January 2016..."

https://www.capturingreality.com/"
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Re: Photogrametry

Post by clintonman »

I just read an article. Looks like they were bought by Epic Games.

https://www.gamasutra.com/view/news/378 ... eality.php
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Re: Photogrametry

Post by trueBlue »

https://www.epicgames.com/site/en-US/ne ... epic-games
We look forward to partnering with their team to accelerate adoption of our technology and moving the photogrammetry industry forward together,” concluded Martin Bujnak, PhD., co-founder of Capturing Reality.
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Re: Photogrametry

Post by bitkar »

this is actually a very useful and big thing, iam looking forward to those things that this merge and technology will bring.
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Re: Photogrametry

Post by RAYMAN »

using the technology for some time now for PBR scan texturing! Plus for vegetation like trees rocks etc....
For Buildings its quite demanding!☺

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