Open Danielll2 opened 3 months ago
Thanks for the feedback! The final output is a .ply mesh file that contains vertex colors as well. You can unwrap the vertex colors into a UV texture map if you need one explicitly using a third-party library/application. The algorithm also saves all of the intermediate steps in the process, such as the left-right renders, disparity maps, depth maps and masks.
Hi, I am also interested in UV texture mapping, but I am a beginner. Could you please provide a code example? Thank you very much!
The goal is to use the output of this project to create content with tools (Unreal or Unity Engine). Are there any formats supported other than .ply? For example, file formats like .obj or .fbx?
You can convert between formats quite easily using Meshlab or even Blender for example. The reason I chose to export as .ply is because it's simpler and more compact, and the benchmark evaluation codes expect a .ply file. If you are interested in creating content using these meshes, I'd recommend post-processing the mesh using Meshlab: Simplification:
Re-meshing:
Then, to transfer vertex colors to UV texture, you can check out this discussion: https://groups.google.com/g/skanect/c/HBoixK8rdLc Especially this part: Note: if you increase the texture dimension in step 2 from the default 1024 you need to increase it in step 3 as well. When exporting the mesh, you can save it as .obj.
As a side note, I'd love to see content created by meshes that were created using my code!
Hi, This is really great work. I am curious about the final output file format of this algorithm. Also, does it include textures?