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[UPDATE] Added docs for *AV Meshing, AV Photogrammetry, AV Texturing*
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= GameDev AV Meshing =
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#type: node
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#context: sop
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#internal: sop_av_meshing::3.0
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#icon: alicevision.png
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#tags: tech, photogrammetry
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""" Creates a dense geometric surface representation of the scene using Alicevision. """
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The objective of this step is to create a dense geometric surface representation of the scene. The output of this node is a high-poly mesh, which can be used for any further processing in Houdini.
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@parameters
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== Main ==
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Cook:
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Start the cooking process for this step.
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Manual Mode:
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This toggle controls if the node should automatically recook if any dependencies have changed.
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Use Log:
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This toggle controls if the status of the current node should be printed to the console. This is useful for getting a quick overview of the progress.
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== Meshing ==
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Max Input Points:
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Max input points loaded from depth map images.
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Max Points:
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Max points at the end of the depth maps fusion.
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Max Points per Voxel:
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Max points per voxel.
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Min Step:
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The step used to load depth values from depth maps is computed from maxInputPts. Here we define the minimal value for this step, so on small datasets we will not spend too much time at the beginning loading all depth values.
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Vertex Colors:
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Whether to colorize output dense point cloud and mesh.
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Partitioning:
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Enable Partitioning.
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Repartition:
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Enable Repartitioning.
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Angle Factor:
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AngleFactor.
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Sim Factor:
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Sim Factor.
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pixSizeMarginInitCoef:
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pixSizeMarginInitCoef.
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pixSizeMarginFinalCoef:
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pixSizeMarginFinalCoef.
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voteMarginFactor:
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voteMarginFactor.
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contributeMarginFactor:
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contributeMarginFactor.
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simGaussianSizeInit:
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simGaussianSizeInit.
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simGaussianSize:
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simGaussianSize.
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minAngleThreshold:
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minAngleThreshold.
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Refine Fuse:
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Refine depth map fusion with the new pixels size defined by angle and similarity scores.
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Estimate Space From SfM:
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Estimate the 3d space from the SfM.
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Min Observations For SfM Space Estimation:
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Minimum number of observations for SfM space estimation.
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Min Observations Angle For SfM Space Estimation:
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Minimum angle between two observations for SfM space estimation.
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Add Landmarks To The Dense Point Cloud:
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Add SfM Landmarks to the dense point cloud.
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== Mesh Filter ==
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Filter Large Triangles Factor:
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Remove all large triangles. We consider a triangle as large if one edge is bigger than N times the average edge length. Put zero to disable it.
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Keep Only the Largest Mesh:
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Keep only the largest connected triangles group.
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Num of Iterations:
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Number of smoothing iterations.
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Lambda:
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Lambda.
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@outputs
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AV Depth Map:
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This plugs into AV Texturing, and holds the generated mesh.
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Pointcloud:
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This is the pointcloud generated by the meshing step.
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= GameDev AV Photogrammetry =
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#type: node
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#context: sop
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#internal: sop_av_photogrammetry::3.0
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#icon: alicevision.png
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#tags: tech, photogrammetry
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""" The complete Alicevision photogrammetry pipeline. """
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This node is a one node pipeline with Alicevision photogrammetry. Contained in this node are all the steps required to use Alicevision for your convenience.
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@parameters
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== Main ==
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Cook:
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Start the cooking process for this step.
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Manual Mode:
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This toggle controls if the node should automatically recook if any dependencies have changed.
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Use Log:
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This toggle controls if the status of the current node should be printed to the console. This is useful for getting a quick overview of the progress.
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== Initialize ==
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Project Name:
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This is the project name that Alicevision will use for creating project files. It is important to have a unique project name per processed object to prevent accidental overwrites.
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Cache Directory:
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This directory will be used to store all the generated data. Removing this directory will undo any progress so far.
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Alicevision Directory:
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This can be used to point to the compiled binaries of Alicevision that should be used for processing.
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Default Field of View:
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Empirical value for the field of view in degree.
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Color Mode:
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This controls if the final mesh should use vertex color or textures.
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Images:
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This multiparm holds all images as entries that need to be processed by Alicevision.
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== Meshing ==
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Filter Large Triangles Factor:
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Remove all large triangles. We consider a triangle as large if one edge is bigger than N times the average edge length. Put zero to disable it.
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Num of Iterations:
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Number of smoothing iterations.
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Keep Only the Largest Mesh:
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Keep only the largest connected triangles group.
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== Texturing ==
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Texture Side:
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Output texture size.
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Texture Downscale:
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Texture downscale factor.
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Texture File Type:
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Texture File Type.
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Fill Holes:
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Fill Texture holes with plausible values.
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Use UDIM UVs:
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Use UDIM UV mapping.
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== Advanced ==
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Describer Types:
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Describer types used to describe an image.
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Describer Preset:
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Control the ImageDescriber configuration (low, medium, normal, high, ultra). Configuration "ultra" can take long time !
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Force CPU Extraction:
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Use only CPU feature extraction.
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Max Num of Matches:
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Maximum number of matches per image pair (and per feature type).
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Downscale:
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Image downscale factor.
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@outputs
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Textured Geometry:
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This is the final geometry produced by Alicevision.
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Pointcloud:
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This is the pointcloud generated by the meshing step.
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Cameras:
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These are the camera transforms that have been extracted from the images processed.
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= GameDev AV Texturing =
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#type: node
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#context: sop
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#internal: sop_av_texturing::3.0
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#icon: alicevision.png
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#tags: tech, photogrammetry
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""" Texture the generated mesh using Alicevision. """
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The objective of this step is to texture the generated mesh. The output of this node is a high-poly mesh with very basic UVs and textures. It is highly recommended to reproject the textures on a meshwith custom UVs. (For example using the Games Baker or Simple Baker)
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@parameters
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== Main ==
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Cook:
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Start the cooking process for this step.
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Manual Mode:
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This toggle controls if the node should automatically recook if any dependencies have changed.
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Use Log:
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This toggle controls if the status of the current node should be printed to the console. This is useful for getting a quick overview of the progress.
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== Texturing ==
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Texture Side:
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Output texture size.
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Texture Downscale:
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Texture downscale factor.
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Texture File Type:
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Texture File Type.
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Unwrap Method:
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Method to unwrap input mesh if it does not have UV coordinates.
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' Basic (> 600k faces) fast and simple. Can generate multiple atlases.
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' LSCM (<= 600k faces): optimize space. Generates one atlas.
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' ABF (<= 300k faces): optimize space and stretch. Generates one atlas.
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Fill Holes:
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Fill Texture holes with plausible values.
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Flip Normals:
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Option to flip face normals. It can be needed as it depends on the vertices order in triangles and the convention change from one software to another.
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Use UDIM UVs:
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Use UDIM UV mapping.
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Padding:
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Texture edge padding size in pixels.
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Best Score Threshold:
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(0.0 to disable filtering based on threshold to relative best score).
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Angle Hard Threshold:
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(0.0 to disable angle hard threshold filtering)/
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Force Visible By All Vertices:
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Triangle visibility is based on the union of vertices visiblity.
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Visibility Remapping Method:
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Method to remap visibilities from the reconstruction to the input mesh (Pull, Push, PullPush).
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Use Custom Images for Texturing:
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Use images from a specific folder instead of those specify in the SfMData file. Filename should be the image uid.
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Custom Texturing Images:
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Use images from a specific folder instead of those specify in the SfMData file. Filename should be the image uid.
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Correct Exposure:
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Uniformize images exposure values.
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Use Score:
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Use triangles scores for multiband blending.
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Process Colorspace:
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Colorspace for the texturing internal computation (does not impact the output file colorspace).
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Multi Band Downscale:
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Width of frequency bands for multiband blending.
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