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Points not lying on the surface #1
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Hi, which mesh was used in your cloud2mesh? If you used the fused mesh, there could be two reasons: 1. we erode the depth map with a kernel size of 2. It enlarges the shape a little bit to avoid missing small structures (like bars on the chair back), see |
Hi, thanks for the answer, maybe I was not clear in the description. I take the original meshes from the ShapnetV2 and render them using this code with Blender Cycles rendering engine. I then take the depth maps and project them to 3D based on the intrinsic/extrinsic camera parameters. If one then loads the mesh model and point cloud into meshlab or CC the points obtained from the depth image do not lie exactly on the surface of the mesh that was used to render them in the first place. If one then computes the cloud2mesh distance the distances are in the range up to 0.002. So tldr. there are no marching cubes or TSDF fusion involved and the models are the original ones from Shapenet |
Hi, I did not come across this issue in your description. Note that, the |
Hi, it actually does happen with the provided configuration (I know that cycles returns the distance map and that one has to transform it to the depth map). To reproduce what I am describing you can do the following steps:
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@zgojcic were you able to resolve this issue? I am facing the exact same issue. This is how the pointcloud (rendered from a fixed camera viewpoint) registers with obj file -- notice the slight offset. |
I finally got this to work. I was using custom code to read the exr files and I think that was the reason for the imprecision between the back-projected pointclouds. Here is the code for generating the pointcloud for anyone facing the same issue as me --
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Hi,
thanks for open-sourcing this project. I have used it to render some of the shapenet models but have observed that the 3D point do not lie exactly on the surface once back-projected to 3D. The cloud2mesh distance lie in the range of 0.002.
Have you maybe observed the same? Do you know if this is an inherent precision of Blender depth rendering or if there is maybe some precision loss occurring at some point?
Zan
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