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Meshroom – Open-source photogrammetry software

alicevision.org

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Re: Meshroom – Open-source photogrammetry software

#61
post #43

Earlier quoted context omitted.

Impressive. How much time did you invest for that model?

Biggest job was sourcing the images. That took maybe two hours. Of course PC had to compute some hours, but I can do other things while that is going on so not really a time investment as such (do it over the night).

What does "sourcing the images" mean? Basically I am curious if you need to put in location information by hand?

Re: Meshroom – Open-source photogrammetry software

#62

Has anyone tried it? I've been trying for a while to find a way to 3D scans stuff to 3D print but the quality of the final file has always been so crappy that I didn't even want to waste time and filament printing it

What have you tried that's giving you the crappy file? I've used Scandy Pro[1] a few times and was surprised by it's resolution and ease-of-use. Only downsides are it's iPhone only and you get 1 free scan/24 hrs. 1- https://www.scandy.co/apps/scandy-pro

I've gotten ok results with large objects like a chair. But for small trinkets like a figurine or something, I get almost no depth detail, almost like I smoothed the surface.

Re: Meshroom – Open-source photogrammetry software

#63
For those with laptops or who don't have Nvidia GPUs, Meshroom can be used for free in the cloud using Google colab https://github.com/alicevision/meshroom/wiki/Meshroom-in-Goo.... I created this scan using this technique and I only have an integrated Intel GPU: https://sketchfab.com/3d-models/parvati-cantor-arts-center-a...

Re: Meshroom – Open-source photogrammetry software

#64
post #6

Earlier quoted context omitted.

It seems that there is no photogrammetry software that supports Linux and Radeon at same time.

COLMAP can do CPU-only calculation. It takes a big longer but it’s not horrible.

COLMAP is generally underrated IMO. It's what I primarily use because it's very flexible for different pipelines, it produces one of the best SFM results as a starting place, and it's open source with direct access to the database and decent documentation.

Re: Meshroom – Open-source photogrammetry software

#65
I'm interested to try it.

I've been watching people do photogrammetry for a while now, but the results have seemed really bad. When you remove the texture, the underlying model always seems off. This is important for doing object->mesh->modify->3D-print workflows.

This implementation looks a bit better than the rest.

Re: Meshroom – Open-source photogrammetry software

#67

For those with laptops or who don't have Nvidia GPUs, Meshroom can be used for free in the cloud using Google colab https://github.com/alicevision/meshroom/wiki/Meshroom-in-Goo... . I created this scan using this technique and I only have an integrated Intel GPU: https://sketchfab.com/3d-models/parvati-cantor-arts-center-a...

It looks great, but weighing in at almost 400K triangles and 300K vertices though, so it's going to be difficult to do anything practical with a model that size.

Re: Meshroom – Open-source photogrammetry software

#68

For those with laptops or who don't have Nvidia GPUs, Meshroom can be used for free in the cloud using Google colab https://github.com/alicevision/meshroom/wiki/Meshroom-in-Goo... . I created this scan using this technique and I only have an integrated Intel GPU: https://sketchfab.com/3d-models/parvati-cantor-arts-center-a...

It looks great, but weighing in at almost 400K triangles and 300K vertices though, so it's going to be difficult to do anything practical with a model that size.

Is that low or high?

Because I'm trying to get a photogrammetry pipeline working, and able to produce 50M vertices near-term. 1G long-term. All without deferring to chunking. 10fps on the serial parts is a medium goal for throughout.

Re: Meshroom – Open-source photogrammetry software

#69
post #65

I'm interested to try it. I've been watching people do photogrammetry for a while now, but the results have seemed really bad. When you remove the texture, the underlying model always seems off. This is important for doing object->mesh->modify->3D-print workflows. This implementation looks a bit better than the rest.

I have an iirc ~5M vertices mesh with vertex colors. In case you're interested.

Re: Meshroom – Open-source photogrammetry software

#70

For those with laptops or who don't have Nvidia GPUs, Meshroom can be used for free in the cloud using Google colab https://github.com/alicevision/meshroom/wiki/Meshroom-in-Goo... . I created this scan using this technique and I only have an integrated Intel GPU: https://sketchfab.com/3d-models/parvati-cantor-arts-center-a...

It looks great, but weighing in at almost 400K triangles and 300K vertices though, so it's going to be difficult to do anything practical with a model that size.

Blender's decimate modifier can reduce the polys. Infact the model I got from Meshroom had more vertices than the one I uploaded to sketchfab. https://docs.blender.org/manual/en/latest/modeling/modifiers...
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