Skip to content
This repository has been archived by the owner on Nov 8, 2019. It is now read-only.

How to get optimized mesh models out #20

Open
msfeldstein opened this issue Jul 6, 2018 · 4 comments
Open

How to get optimized mesh models out #20

msfeldstein opened this issue Jul 6, 2018 · 4 comments

Comments

@msfeldstein
Copy link

msfeldstein commented Jul 6, 2018

I'm trying to figure out how to actually get an optimized model out of the pipeline in order to use as a gltf. It looks like the output of running the seurat pipeline with a capture from unity creates an obj and a png texture, but its both incredibly large (10mb-obj, 15mb png) and still looks pretty janky. However, loading it up in the viewer using the .ice file looks pretty good. So i'm curious, what is the proper way to get a 3d model file out that is good quality and small? The instructions don't really tell you much other than some flags you can use.

Is the .obj the final generated artifact i should be using?

Also, what is in the .ice file that lets it render properly?

@msfeldstein
Copy link
Author

Here is what i see in the obj vs the viewer
screen shot 2018-07-05 at 10 48 11 pm
screen shot 2018-07-05 at 11 33 37 pm

@ChristophGeske
Copy link

I had the exact same problem a view days ago. Have you followed the instructions here: https://github.com/googlevr/seurat-unity-plugin

You should do this one next:
Apply the Seurat shader to the geometry; click the Shaders popup at the bottom of the panel, and navigate the menu to the shader GoogleVR | Softserve | AlphaBlended, and click that menu option to apply the alpha blended material.

And then set these setting to make it look even better:
Locate the Inspector panel for the texture.
Expand the Advanced rollup.
Change Max Size to a resolution greater-than or equal-to the dimensions of the seurat.png. Typically this will be 4096, but depends on Seurat processing settings. Note: Seurat requires that Unity not resize the texture!
Click the Apply button at the bottom of the panel.
Disable the option Generate Mip Maps.
Change Wrap Mode to Clamp.

And since we are talking I have this strange Error when creating the mesh from the capured data. This seems to be related to what scene I try to capture any idea how to resolve this error. Thanks
ERROR: Point is outside of the frustum used for binning. Possible causes for this problem: geometry inside the headbox, incorrect matrices, incorrect depth values, other errors in the generation process. (Showing only the first error)

@davejrichardson
Copy link

Michael, the ICE file is a custom serialization archive of data for the pipeline and viewers; it's really a format for development in the pipeline. It supports rendering meshes produced by most of the processing options, but not all.

@davejrichardson
Copy link

Regarding the second question you posted, the most likely cause is geometry captured inside the headbox, e.g. if the near clip plane is closer than the half axis (apothem!) of the any dimension of the headbox. Incorrect transform matrices are a close second.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

3 participants