CAOR-MINES-ParisTech / colibri-vr-unity-package

This is the Unity package for COLIBRI VR, the Core Open Lab on Image-Based Rendering Innovation for Virtual Reality.
https://caor-mines-paristech.github.io/colibri-vr
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Parse and Save button stayed disabled #2

Open lexvandersluijs opened 4 years ago

lexvandersluijs commented 4 years ago

Hi,

I had to make two minor changes in StanfordLightfieldHelperEditor.cs

//            GUI.enabled = isGUIEnabled && _targetObject.colorCount > 0;
// LvdS: it seems the variable above is filled in ParseCameraSetup(), but this has not been executed at this point
            GUI.enabled = isGUIEnabled && _targetObject.dataHandler.sourceColorCount > 0;

            EditorGUILayout.Space();
            label = "Parse and save";
            tooltip = "Camera setup will be parsed and saved here: \"" + _targetObject.dataHandler.dataDirectory + "\".";

//            if(_targetObject.colorCount < 1)
// LvdS: same as above
            if(_targetObject.dataHandler.sourceColorCount < 1)
                tooltip = "No color images were found in the \"images\" folder of the directory: \"" + _targetObject.dataHandler.dataDirectory + "\".";

Are these changes correct?

And a small question: at the end of the Amethyst tutorial video you move something around which causes the highlight on the object to shift, but what operation is that? Panning the Scene view camera? Or translating a certain object?

DinechinGreg commented 4 years ago

Hi,

Yes, absolutely correct! Sorry about that, I was working on a few changes earlier today and had incorrectly modified the StanfordLightFieldHelperEditor file as a result. Thank you for the corrections!

Yes, it was probably panning the Scene view camera. In fact, any of these operations should have the same effect:

Thanks again for the debugging! I should also be able to come back to you on the other issue you raised (#1) soon, the video on reconstruction and unstructured lumigraph rendering is currently in the works.

lexvandersluijs commented 4 years ago

Thanks for your feedback, good to know my fix was correct :-)

I tried it again, and now I could indeed see the highlight move as expected. Going to try another dataset, very interesting to see how the system behaves with various scenes!

Looking forward to the tutorial on the photorgrammetry pipeline, thanks in advance!

By the way, I tried to build to the WebGL player, and after modifying the bundling process (set the WebGL target, and change the compression type to BuildAssetBundleOptions.ChunkBasedCompression since the default is apparently not supported on that platform), it builds, runs and loads. The only thing is that nothing is shown, and this is (of course...) because compute shaders are used. And while I read that this is now possible with WebGL, as far as I know the Unity WebGL player does not support them yet. But perhaps this will come in the future, would be cool to be able to publish a viewer online.

DinechinGreg commented 4 years ago

Ah, that's very interesting to know about the WebGL player. I completely agree, I was indeed wondering about how to publish some demos to the web, but had not had the opportunity to try it out yet. Hopefully support for compute shaders will be added then! Or I'll have to find an alternative to compute shaders, but I'm not sure that that I'll find one that works just as well.

Thanks again for all of your feedback! Best, Greg