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Coarse Meshing Breakdown using GSOPS 2.0 for SideFX Houdini
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Here's a more detailed breakdown of the coarse meshing process for 3D Gaussian Splatting scenes using GSOPS 2.0 for SideFX Houdini. (Note: I've disabled view dependent color in the splat renders for better comparison with the "textured" coarse mesh.)
Water tight meshes allow us to generate infill splats. These can be merged into the original .ply file to hide those annoying semi-transparent holes which are often present in 3DGS scenes (you can easily spot this issue in the normals).
The coarse mesh can also be used to project flipbook renders of the splat model for texture acquisition (not a substitute for photogrammetry). Given the source images and camera poses, I'm quite confident the texture detail would be even sharper (I used ~400 720x720 viewport renders in this case).
Splat model courtesy of Neirin Jones and Prism AI. 🙏
Water tight meshes allow us to generate infill splats. These can be merged into the original .ply file to hide those annoying semi-transparent holes which are often present in 3DGS scenes (you can easily spot this issue in the normals).
The coarse mesh can also be used to project flipbook renders of the splat model for texture acquisition (not a substitute for photogrammetry). Given the source images and camera poses, I'm quite confident the texture detail would be even sharper (I used ~400 720x720 viewport renders in this case).
Splat model courtesy of Neirin Jones and Prism AI. 🙏
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