metashape | Easy , reproducible Metashape photogrammetry workflows | BPM library
kandi X-RAY | metashape Summary
kandi X-RAY | metashape Summary
A tool to make it easy to run reproducible, automated, documented Metashape photogrammetry workflows in batch on individual computers or as parallel jobs on a compute cluster. No coding knowledge required.
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Top functions reviewed by kandi - BETA
- Build a dense cloud layer
- Return the difference between two times
- Setup project directory
- Returns the current timestamp
- Wrapper for build DEM
- Add GCP images to GCP
- Return camera with given label
- Return marker with given label
- Build orthomosaics
- Build orthomosaic projection
- Align photos
- Finish the run configuration file
- Read a yaml file
- Recursively convert objects to Python objects
metashape Key Features
metashape Examples and Code Snippets
Community Discussions
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QUESTION
I'm trying to create a script where I change the confidence value of all points in the dense cloud to 100%.
I have been looking in Agisoft's Metashape Python Reference Python API v1.6.0 and on Agisoft's forums but I cannot find anything that would make me believe that this is even possible.
Is it possible to edit this value? And if so, how?
Thanks for your answers.
...ANSWER
Answered 2021-Mar-01 at 09:44If you export the dense cloud in LAS/LAZ format, you can use PYLAS module to edit the file.
You can edit the confidence dimension (or even add it if the file doesn't have it).
This is the code I used:
QUESTION
I'm new to Metal. I'm rendering a SceneKit scene with Metal using this Apple sample code. TLDR; it calls the SCNRenderer's
render
function and passes in a command buffer. I'm compiling for Big Sur.
It works, but it is not anti-aliased. I've tried a few ways to achieve it, as you can see in the updates below.
Without Metal, I'd just set isJitteringEnabled
to true
on the SCNRenderer, and I get beautiful (and slow) 96-ish-pass renderings. If I try to do this with Metal, I get weird pixel format mismatches, so I'm suspecting the two just aren't compatible.
With Metal, as far as I can tell, the simplest way to achieve antialiasing is to enable multi-sampling in the render pipeline (I know how to do that) — and use a multi sampling texture (MTLTextureType.type2DMultisample
). This partial answer backs up my assumption.
And that's the problem. I don't know how to change the texture type when I get my texture from CVMetalTextureCache
and CVMetalTextureCacheCreateTextureFromImage
. It seems this is a limitation in Core Video's Metal support?
My full source is here
That's it. The rest of this post is more details on the stuff I tried.
(I think this might be possible using a shader. I'm open to that solution as well, but I don't know where to start. This example doesn't compile, and this example is for GSLS)
My pixel buffer atts look like this
...ANSWER
Answered 2020-Nov-27 at 16:28Enabling multisampling was the right idea. The following patch shows how to enable it.
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