mvs-texturing | texture 3D reconstructions from multi-view stereo images | 3D Printing library

 by   nmoehrle C++ Version: Current License: Non-SPDX

kandi X-RAY | mvs-texturing Summary

kandi X-RAY | mvs-texturing Summary

mvs-texturing is a C++ library typically used in Modeling, 3D Printing applications. mvs-texturing has no bugs, it has no vulnerabilities and it has medium support. However mvs-texturing has a Non-SPDX License. You can download it from GitHub.

Algorithm to texture 3D reconstructions from multi-view stereo images
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              mvs-texturing has a medium active ecosystem.
              It has 785 star(s) with 307 fork(s). There are 59 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 49 open issues and 108 have been closed. On average issues are closed in 112 days. There are 7 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of mvs-texturing is current.

            kandi-Quality Quality

              mvs-texturing has no bugs reported.

            kandi-Security Security

              mvs-texturing has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              mvs-texturing has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

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              mvs-texturing releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            mvs-texturing Key Features

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            mvs-texturing Examples and Code Snippets

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            Community Discussions

            QUESTION

            How do ARCore or ARKit produce real-time augmentations of live video?
            Asked 2017-Sep-01 at 08:29

            So a while back about a year ago I was interested in building my own barebones augmented reality (AR) library. My goal was to be able to take a video of something (anything really) and then be able to place augmentations (3D objects that weren't really there) in the video. So for example I might take a video of my living room and then, through this AR library/tool, I'd be able to add in maybe a 3D avatar of a monster sitting on top of my coffee table. So, knowing absolutely nothing about the subject or computer vision in general, I had settled for the following strategy:

            1. Use 3D reconstruction tools/techniques (Structure from Motion, or SfM) to build up a 3D model of everything in the video (e.g. a 3D model of my living room)
            2. Analyze that 3D model (really a 3D pointcloud to be exact) for flat surfaces
            3. Add my own logic to determine what objects (3D models such as Blender files, etc.) to place in what area of the video's 3D model (e.g. monster standing on top of the coffee table)
            4. The hardest part: inferring the camera orientation in each frame of the video, and then figuring out how to orient the augmentation (e.g. monster) correctly based on what the camera is pointed at, and then "merging" the augmentation's 3D model into the main video 3D model. This means that as the camera moves around my living room, the monster appears to remain standing in the same place on my coffee table. I never figured out a good solution for this but figured if I could get to this 4th step that I'd find some solution.

            After several difficult weeks (computer vision is hard!) I got the following pipeline of tools to work with mixed success:

            1. I was able to feed sample frames of a video (e.g. a video taken while walking around my living room) into OpenMVG and produce a sparse pointcloud PLY file/model of it
            2. Then I was able to feed that PLY file into MVE and produce a dense pointcloud (again PLY file) of it
            3. Then I fed the dense pointcloud and the original frames into mvs-texturing to produce a textured 3D model of my video

            About 30% of the time, this pipeline worked amazing! Here's the model of the front of my house. You can see my 3D front yard, my son's 3D playhouse and even kinda/sorta make out windows and doors!

            About 70% of the time the pipelined failed with indecipherable errors, or produced something that looked like an abstract painting. Additionally, even with automated scripting involved, it took the tooling about 30 mins to produce the final 3D textured model...so pretty slow.

            Well, looks like Google ARCode and Apple ARKit beat me to the punch! These frameworks can take live video feeds from your smartphone and accomplish exactly what I had been trying to accomplish about a year ago: real-time 3D AR. Very, very similar (but much more advanced & interactive) as Pokemon Go. Take a video of your living room, and voila, an animated monster is sitting on your coffee table, and you can interact with it. Very, very, very cool stuff.

            My question

            I'm jealous! Of course, Google and Apple can hire some best-in-show CV/3D recon folks, but I'm still jealous!!! I'm curious if there are any hardcore AR/CV/3D recon gurus out there that either have insider knowledge or just know the AR landscape so well that they can speak to what kind of tooling/pipeline/technology is going on behind the scenes here with ARCode or ARKit. Because I practically broke my brain trying to figure this out on my own, and I failed spectacularly.

            • Was my strategy (explained above) ballpark-accurate, or way off base? (Again: 3D recon of video -> surface analysis -> frame-by-frame camera analysis, model merge)?
            • What kind of tooling/libraries/techniques are at play here?
            • How do they accomplish this in real-time whereas, if my 3D recon even worked, it took 30+ mins to be processed & generated?

            Thanks in advance!

            ...

            ANSWER

            Answered 2017-Sep-01 at 08:29

            I understand your jealousy and as a Computer Vision engineer I have it experienced many times before :-).

            The key for AR on mobile devices is the fusion of computer vision and inertial tracking (the phone's gyroscope). Quote from Apple's ARKit docu:

            ARKit uses a technique called visual-inertial odometry. This process combines information from the iOS device’s motion sensing hardware with computer vision analysis of the scene visible to the device’s camera.

            Quote from Google's ARCore docu:

            The visual information is combined with inertial measurements from the device's IMU to estimate the pose (position and orientation) of the camera relative to the world over time.

            The problem with this approach is that you have to know every single detail about your camera and IMU sensor. They have to be calibrated and synced together. No wonder it is easier for Apple than for the common developer. And this is also the reason why Google only supports a couple of phones for the ARCore preview.

            Source https://stackoverflow.com/questions/45984479

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install mvs-texturing

            You can download it from GitHub.

            Support

            When you encounter errors or unexpected behavior please make sure to switch the build type to debug e.g. cmake -DCMAKE_BUILD_TYPE=DEBUG .., recompile and rerun the application. Because of the computational complexity the default build type is RELWITHDEBINFO which enables optimization but also ignores assertions. However, these assertions could give valuable insight in failure cases.
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            https://github.com/nmoehrle/mvs-texturing.git

          • CLI

            gh repo clone nmoehrle/mvs-texturing

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            git@github.com:nmoehrle/mvs-texturing.git

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