Photogrammetry

Photogrammetry is the science, technology and art of obtaining reliable information from non-contact imaging and other sensor systems about the Earth and its environment, and other physical objects and processes through recording, measuring, analyzing and representation. In this case, photogrammetry is used to create 3D models from series of photographs taken at various angles.


Photographic Input

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Autodesk Memento

Autodesk Memento is the easiest solution for desktop geometry extraction


VisualSfM

Use VisualSfM to perform point cloud dense reconstruction

Photogrammetry

From VisualSfM

  • Menu > File > Open+ Multiple Images
  • Menu > SfM > Pairwise Matching > Compute Missing Matches
  • Menu > SfM > Construct Sparse (Compute 3D Reconstruction)
  • Menu > SfM > Reconstruct Dense (Run Dense Reconstruction)
  • Select work space for MVS = File_Name_Dense_Reconstuction

 


MeshLab

Import data to MeshLab to convert point cloud to poly mesh

Mister P. MeshLab Tutorials

MeshLab

From MeshLab

  • Menu > File > Import Mesh = Dense_Reconstuction.ply
  • Select and remove points that are not part of the object of interest
  • Menu > Filter > Sampling > Mesh Element Subsampling = ~50%
  • Menu > Filter > Remeshing, simplification and reconstruction > Surface Reconstruction: Poisson: Octree Depth = ~11, Solver Divide = ~10
  • Menu > File > Save Project As: Poisson mesh = File_Name_Poisson_Mesh.obj, Project = File_Name. mlp
  • Menu > Filter > Selection > Select Faces with edges longer than = Edge Threshold = TBD
  • Delete selected faces
  • Menu > Filter > Remeshing, simplification and reconstruction > Quadratic Edge Collapse Decimation = ~20,000
  • Menu > File > Export Mesh = File_Name_Poisson_Mesh.obj

From Maya

  • Menu > Import = File_Name_Poisson_Mesh.obj
  • Modeling Menu > UV > Automatic
  • Menu > Export = File_Name.obj

From MeshLab

  • Menu > Import Mesh = File_Name.obj
  • Filter > Texturing >Transfer Vertex Attribute to Texture (between two meshes, Source Mesh = Dense_Reconstruction, Target Mesh = File_Name.obj
  • Menu > File > Export Mesh = File_Name.obj

From Maya

  • Menu > Import = File_Name.obj (with File_Name.mtl and File_Name_color.png
  • Hypershade > Create New Lambert
  • Map a File Node to the Color attribute
  • Assign File_Name_color.png
  • Assign Lambert Material to Mesh
  • View Menu > Shading > Hardware Texturing
  • Rotate X =180
  • Menu > Export = File_Name.obj

See Modify OBJ in Augmented Reality Workshop to continue to AR


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