Photogrammetry Test 5 - Apple Void Masking Part 2
Photogrammetry Test 5 - Apple Void Masking
Since yesterday was such a taxing day of setting up and getting quality images and then having to manually mask out them one at a time I decided to continue with the rest today and then put them all back into RealityCapture and hope the extra information from the rest of the photos was enough to get a quality result.
Like I said previously there were around 130 photos in total and I stopped masking at the 50 mark, so I still had another 80 or so photos to manually mask out, which as expected took a few hours to achieve. But I got it all done and it was time to put it into Reality Capture to see the results.
Like I said previously there were around 130 photos in total and I stopped masking at the 50 mark, so I still had another 80 or so photos to manually mask out, which as expected took a few hours to achieve. But I got it all done and it was time to put it into Reality Capture to see the results.
I am over the moon with the results I managed to get from putting in the effort and ensuring that each photo was masked out. It may seem so simple to some that it's just a 3D model of an Apple but countless attempts have been made by myself to create something that is worth it and seemingly works correctly.
Once I had built the preview model and checked for any errors, which there were some slight errors as you'll see in later images but these could be fixed in other software, I then moved onto generating a high quality mesh along with the textures for the apple. This is all done in RealityCapture however because of the photo realistic nature of the model and textures the rendering times for both were quite long. The model ended up being around 42 million triangles and the textures are generated at an 8k resolution. Which is far too much for a game asset.
Once I had built the preview model and checked for any errors, which there were some slight errors as you'll see in later images but these could be fixed in other software, I then moved onto generating a high quality mesh along with the textures for the apple. This is all done in RealityCapture however because of the photo realistic nature of the model and textures the rendering times for both were quite long. The model ended up being around 42 million triangles and the textures are generated at an 8k resolution. Which is far too much for a game asset.
As you can see the textures generated were very accurate and highly detailed. However the black section on the underside of the apple must have come from the masking process where in a few of the photos I hadn't completely removed every pixel of the foam tube. I wasn't too worried about this though as I knew once I had exported it I could fix this in other software as I mentioned.
With RealityCapture I have to pay for each model exported, that is why I was reluctant to export models that weren't easily fixable or had a lot of flaws as it wasn't worth the money spent to then have to spend potential hours and days fixing the issues.
Before export the last steps of preparing the model were using the simplify tool in order to reduce the polycount of the mesh down to a more reasonable number for other software to handle. Once this was done I then used the texture reprojection tool which is basically a form of texture and information baking from the high poly to low poly model, so with this I had all the normal information from the model that was 42 million triangles and it was reprojected onto the model that at the time I had simplified down to 250000 triangles to ensure I didn't ruin the quality and geometry of the model.
With RealityCapture I have to pay for each model exported, that is why I was reluctant to export models that weren't easily fixable or had a lot of flaws as it wasn't worth the money spent to then have to spend potential hours and days fixing the issues.
Before export the last steps of preparing the model were using the simplify tool in order to reduce the polycount of the mesh down to a more reasonable number for other software to handle. Once this was done I then used the texture reprojection tool which is basically a form of texture and information baking from the high poly to low poly model, so with this I had all the normal information from the model that was 42 million triangles and it was reprojected onto the model that at the time I had simplified down to 250000 triangles to ensure I didn't ruin the quality and geometry of the model.





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