huepat / voxir

VoxIR: Voxel-Based Indoor Reconstruction
MIT License
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Thanks for your contribution!But I don't know how to run it? #1

Open chenritiana opened 2 years ago

chenritiana commented 2 years ago

Can this repository run independently?Or run with Unity? How can I use it?

huepat commented 2 years ago

Hi. It's intended to be C# class library not a runnable application. I.e. it provides code which you can use in own C# applications. I considered providing a console application with it, but I doubt whether this would be of much use. The resulting voxel grids as mere ply-visualization are not really useful I think. And converting the grids to actual BIM-models of any kind is still work-in-progress.

chenritiana commented 2 years ago

Hi. It's intended to be C# class library not a runnable application. I.e. it provides code which you can use in own C# applications. I considered providing a console application with it, but I doubt whether this would be of much use. The resulting voxel grids as mere ply-visualization are not really useful I think. And converting the grids to actual BIM-models of any kind is still work-in-progress.

oh,I think It's maybe useful.I'm researching how to use these reconstruction in DT/MR,but the mesh's quality generated by Hololens is quite low,I've seen your mesh in article,the mesh's quality is so good,the grid distribution is regular,so I want to learn the method.One more thing is that how to generate voxel model?Use some algorithm or some software?This probles has been bothering me for a long time.Thanks!

huepat commented 2 years ago

The meshes do not result from VoxIR but are input to it. Actually, the depicted meshes are from the HoloLens (v1). You just need to set the level-of-detail-setting for the mesh observer to fine in order to record meshes of this quality (either in a Unity app with MRTK or directly in a plain UWP C# or C++ app).

The voxel models are created by generating a voxel grid of the patametrized resolution and then just setting all voxels which intersect a triangle of the mesh to not-empty. The not-empty voxels are further classified according to the normal directions of the intersecting triangles. Everything else is done by a cascade of rule-based procedures in voxel space.

chenritiana commented 2 years ago

The meshes do not result from VoxIR but are input to it. Actually, the depicted meshes are from the HoloLens (v1). You just need to set the level-of-detail-setting for the mesh observer to fine in order to record meshes of this quality (either in a Unity app with MRTK or directly in a plain UWP C# or C++ app).

The voxel models are created by generating a voxel grid of the patametrized resolution and then just setting all voxels which intersect a triangle of the mesh to not-empty. The not-empty voxels are further classified according to the normal directions of the intersecting triangles. Everything else is done by a cascade of rule-based procedures in voxel space.

41CGUZ(K4Q05P32AITK`ZUX The meshes in the Figure is just created by set the level-of-detail-setting for the mesh observer?It looks good.Maybe I shoule modify some key parameters.