Skip to content

Latest commit

 

History

History
executable file
·
156 lines (123 loc) · 8.95 KB

README.md

File metadata and controls

executable file
·
156 lines (123 loc) · 8.95 KB

Open3DGen

Building

Ubuntu 21.04 -based Linux distros should work. Tested on Pop-os 21.04.

Hardware Requirements

OpenGL 4.6 capable GPU, any decently modern GPU should do. With higher resolution textures (4k, 8k) 64Gb of RAM is recommended. This requiremenet will be fixed in a future release. Multicore CPU is recommended, as Open3DGen is highly parallelized.


Recommended RAM amounts:

  • 2k textures: 16Gb
  • 4k textures: 32Gb
  • 8k textures: 64Gb

Dependencies

The following dependencies can be found in the repositories:

libboost1.71-all-dev
libopencv-dev
libopencv-contrib-dev
libopen3d-dev
libglfw-dev
libglew-dev
libopengl-dev

and can be installed with the command

sudo apt install -y libboost1.71-all-dev && sudo apt install -y libopencv-dev && sudo apt install -y libopencv-contrib-dev && sudo apt install -y libopen3d-dev && sudo apt install -y libglfw3-dev && sudo apt install -y libglew-dev && sudo apt install -y libopengl-dev

Installing GTSAM requires building from source: https://github.com/borglab/gtsam.

Make sure clang is also installed. Clang12 was used on the development platform.

Build

At this point building the project should be as simple as running ./build.sh.

Notes for Developers

If LanguageServerProtocol is used for code analysis and autocompletion, compile_commands can be generated with

cd build
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON ..
cd ..
ln build/compile_commands.json .

A quick way to compile or compile and run is to use the shell scripts ./only_compile.sh and ./compile_and_run.sh. Make sure to modify compile_and_run.sh to use the correct command line arguments.

How to Use

Open3DGen requires at least 3 command line arguments to run:

in 'path to input rgbd sequence'
intr 'path to camera intrinsics'
out 'path to the output directory'

For example,

./build/Open3DGen in data_files/sequence intr data_files/realsense_intrinsic_1280.matrix out out/

The input RGBD sequence is expected to be separated into 2 folders: rgb/ and depth/. The RGB images should be named in the format of rgb_number.png (e.g. rgb_0.png) and the depth images should be in the format of depth_number.png (e.g. depth_0.png). The corresponding rgb and depth image must have the same number, and the numbers are expected to be in ascending order.

The camera_intrinsics.matrix -file contains the image dimensions and the calibrated camera intrinsics. The expected format is

width;height
fx;0.0;cx
0.0;fy;cy;
0.0;0.0;1.0

For example, realsense_intrinsic_1280.matrix contains

1280;720
912.91984103;0.0;637.74400638
0.0;912.39513184;358.96757428
0.0;0.0;1.0

Do not modify the values set in the texture projection shader, correct values are loaded automatically.

The visualization can be disabled by commenting the line #define DEBUG_VISUALIZE in the file src/constants.h.

Demo Scene

A demo RGB-D sequence is provided here. Extract the demo_rock folder into data_files/, and execute the following command.

./build/Open3DGen in data_files/demo_rock/ intr data_files/realsense_intrinsic_1280.matrix out data_files/out/ refine_cameras false reject_blur 1.1 crop false skip_stride 28 unwrap true pipeline full poisson_depth 7 simplify_voxel_size 0.075 out_res 4096 depth_far_clip 3.0 max_feature_count 750 assets_path data_files/

The resulting .obj, .mtl and textures will be in the folder data_files/out/. It is recommended the _dilated.png texture is used. Use e.g. Blender to visualize the results.

The RGB-D sequence is not particularly high quality and contains an unfortunate amount of blur. Better sequence will be provided when the weather so allows. The result should look like this demo_rock_out


Command Line Arguments

The supported command line arguments are as follows

  • image sequence input path (in)
  • camera input intrinsics (intr)
  • output path (out)
  • output texture resolution (out_res, currently supports only 2048, 4096, and 8192)
  • use only every nth camera view to project textures (project_every_nth, 1 by default (= project from every view))
  • mesh poisson depth reconstruction depth (poisson_depth, 9 by default)
  • specify the mesh simplification (simplify_voxel_size, disabled by default (0.0), in meters, e.g. 5cm would be 0.05. Larger values result in lower quality but speed up the texture projection significantly. 5cm-15cm is generally a good range of values to try)
  • export intermediary mesh, before texture projection (export_mesh_interm, true/false, default false)
  • the parts of the pipeline that will be run (pipeline, options are full, only_pointcloud, only_mesh, or only_project)
    • full runs the entire sequence and the output is a textured mesh
    • only_pointcloud localizes the cameras and creates a pointcloud. Camera positions are serialized into a file in the out -folder
    • only_mesh requires the cameras to be already serialized.
    • only_project only projects the textures, useful for editing the mesh before projection, e.g. re-topology or manually creating uv -coordinates
  • specify camera distortion coefficients (dist_coeff 'path to file', uses zero distortion by default)
    • loads distortion coefficients from a file, coefficients should be space separated e.g. 0.66386586e-01, -5.26413220e-01, -1.01376611e-03, 1.59777094e-04, 4.65208008e-01
  • feature candidate chain length (cchain_len, 7 by default). Specifies through how many frames should a feature be tracked before it can be made into a landmark.
  • feature landmark match min (lam_min_count, 20 by default). Specifies how many features should be matched to landmarks for a frame to be considered succesful.
  • serialized camera and pointcloud (serialized_cameras_path, where the serialized cameras and pointcloud should be saved/loaded from)
  • assets path (assets_path, where to load assets from, data_files/ -by default)
  • load mesh from path (load_mesh_path, none by default. Loads a mesh from given path for projection)
  • unwrap UVs (unwrap, options true/false, true by default)
  • refine camera pose after adding cameras (refine_cameras, true/false, false by default)
  • texture projection shader work group size (workgroup_size, default is 1024)
  • skip first n frames after the frist frame (skip_stride), after the first frame skips n frames, used to help force camera pose quality
  • write intermediary per-frame projected textures (write_interm_images, true/false, false by default)
  • set the depth far clipping distance (depth_far_clip, units in meters, default is 3.6)
  • set the maximum number of features detected (max_feature_count, default is unlimited (0), which is overkill. Note: this can be slow especially in outdoor scenes. To significantly increase performance, limit this one to a more reasonable value, e.g. 1000)
  • remove the poisson reconstruction "ballooning" artefacts (crop, true/false, default is true. May not always work correctly and removes too much detail.)
  • texture projection ray threshold (ray_threshold, default is 0.9, which will project everything except nearly 90d angles, the dot-product between face normal and the projection ray, after which the result is discarded. Larger values project more, but result in more smearing in the textures)
  • texture projection blur threshold (reject_blur, default is disabled 0.0. A value of 1.0 means frames with sharpness less than the average sharpness will be rejected, values greater than 1.0 will thus result in more frames getting rejected)

Known issues and TODO

  • The real-time camera pose estimation gets progressively slower as more frames are added due to the increased amount of landmarks
    • implement a more efficient landmark search algorithm
  • Add support for the realsense API and real-time capture and reconstruction
  • SIFT is not particularly fast
    • experiment with SURF and/or ORB
  • The texture projection stage runs out of system RAM
    • load and save the projected textures individually instead of acting on the entire sequence at once
  • Xatlas produces poor UVs
    • if we cannot get Xatlas to keep connected triangles connected in the UV -map as well, the plan is to phase out Xatlas at some point in favor of some other solution
  • Also planned in the next release is a better texture projection algorithm based on inverse-matrices. This should not only be faster, but more scalable for very large and high-poly meshes as well. Additionally, this would reduce the issue of UV bleeding.
  • Implement a way of smoothing noisy depth maps, decrease the effect of "edge bleed" on sharp depth transitions. Could view synthesis be used for this?

Paper

If you are using Open3DGen in your research, please refer to the following paper:
T. T. Niemirepo, M. Viitanen, and J. Vanne, “Open3DGen: Open-Source software for reconstructing textured 3D models from RGB-D images,” Accepted to ACM Multimedia Syst. Conf., Istanbul, Turkey, Sept.-Oct. 2021.