cdcseacave / openMVS

open Multi-View Stereo reconstruction library
http://cdcseacave.github.io
GNU Affero General Public License v3.0
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Textured mesh not displaying texture #194

Open jwingnut opened 7 years ago

jwingnut commented 7 years ago

Specifications like the version of the project, operating system, and hardware

I used the script to reconstruct a scene, openMVV and openMVS pipelines, but I cannot view the textured mesh. There seem to be some issues with the png.

Steps to reproduce the problem

I've included a link to the files: https://drive.google.com/open?id=0Bwy27kjg_aw5SXVGMEN6ZlY1dUk

cdcseacave commented 7 years ago

What is the mysterious "issue" with the PNG? Can you describe it? The link does not work.

pmoulon commented 7 years ago

Perhaps the PNG is too big to be opened by your viewing software. You can try to resize it and save it to JPG. Or use the resolution-level option in TextureMesh in order to create a smaller texture.

jwingnut commented 7 years ago

I gave access to @pmoulon I did not see that @cdcseacave requested access.

Yes perhaps filesize is the issue, 650MB png. I tried with both CloudCompare and Mesh lab.

I will try as pmoulon suggests and reduce the size with TextureMesh and update on Monday.

Thank you both for your input.

pmoulon commented 7 years ago

You can also downsize the texture and see if it works (perhaps it will be a faster test).

pmoulon commented 7 years ago

I tried to downsize the texture and it works. BTW, we clearly see that in this case the texture ATLAS size is not optimal, there is too much space that is empty. I clearly think that a ALTAS that is third of the size could be sufficient. Smaller image (easier to be loaded by 3rd party softwares), still the same content ;-)

cdcseacave commented 7 years ago

Since I can not access the sample, I can only confirm what Pierre notices, the size of the texture might be a problem for certain rendering software (or even the GPU); there are many ways to deal with this, one is to downscale the PNG, an other is to optimize the texture atlas, but the best is to divide the texture in multiple sub-textures. This is easy to do, but unfortunately no time on my side for now.