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Author Topic: Generate point cloud of mesh?  (Read 13523 times)
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Mrz00m
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« Reply #15 on: January 06, 2017, 10:00:59 AM »

I'd learnt a lot of the formulas a couple of years ago and i rechecked recently the renders and the program is on fire at hypersonic speeds... I  attempted an m3d obj file at 800x800 and the program not responded for 30 minutes at 99 percent done using 1gb memory. What is the limit on the obj voxels? using png and writing a streamreader file every image i can get about 1500x1500 voxel files at the moment, they take 1hr to render and then meshlab can mesh them in 5 minutes. i ll give the code eventually into the m3d project, i may try to sell a couple of copies first, ill have a batch render version and some noise cancelling options.
« Last Edit: January 10, 2017, 04:00:42 PM by Mrz00m » Logged
thargor6
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« Reply #16 on: January 06, 2017, 11:07:01 AM »

What is the limit on the obj voxels?
MB3D beeing a 32 bit application. The final merging process (as the mesh is generated using multiple threads in separate parts) is probably the step which took so long for you.

In this case the Voxel-stack approach might be a good alternative, using JWildfire for meshing rather then Fiji is recommended because it is much faster:
http://www.fractalforums.com/tutorials/re-voxel-image-stack-and-then-what/msg81459/#msg81459

Maybe your program does some extra tricks, good luck with it!
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Mrz00m
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« Reply #17 on: January 10, 2017, 08:33:23 AM »

Oh right cool that's awesome i may have another go at 800x voxel size. I kindof had fun programming this because it was kindof easyish, i've just optimized it by 9 times by running it on 3 cores for XYZ with 3 memory slots which seems to make it 9 times faster, getting 5 million points in about 20 minutes, and 20 million 75 minutes for 1000x1000x1000 voxel sizes. Only thing left is to figure out how to use arrays larger than the integer limit of 2.147 Billion to do giant mesh of 40bn pt source, and perhaps add in batch processing. Here i checked out if there is a difference to mark vertices as the white border , the black border, or the left/up/far border, so i did a comparison and hte fleft/up/far border perhaps is less precise than black/white border, clockwise from left is: white outline, left-far-up outline, black outline.


* black and white border.jpg (222.37 KB, 1711x1024 - viewed 765 times.)
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Mrz00m
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« Reply #18 on: January 10, 2017, 03:58:15 PM »

Sorry, due to errors this has become a research avenue only for the moment, will say when i have a decent version, hopefully soon... i need a bit more time on me lil program.
« Last Edit: January 14, 2017, 10:41:46 PM by Mrz00m » Logged
KRAFTWERK
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« Reply #19 on: January 10, 2017, 07:29:06 PM »

Best high definition mesh result that i have is after a few moments of the video:

Is this made from MB3D voxels?  shocked
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Mrz00m
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« Reply #20 on: January 12, 2017, 07:53:45 AM »

Yes indeed you can convert any M3D preset into mesh at any resolution, even 100mn point cloud array if you have a powerful enough PC. this mesh was processed in 20 minutes with 2gb of ram:
<a href="https://www.youtube.com/v/KLihD2G7dyQ&rel=1&fs=1&hd=1" target="_blank">https://www.youtube.com/v/KLihD2G7dyQ&rel=1&fs=1&hd=1</a>

if you have 192GB of ram, i can overload them with a 4000x4000x4000 voxel (a meter size mesh with 2.5 mm quantized vertices).

I have a program that i am zapped out from programming now, i will make it available using a batch processing option and a guide for precise mesh making, that can run on as many cores as you want to.

I am going to add special effects onto to it, so that you can apply new spacial effects to the voxels as they are processed: if you have a very fascinating very dense fractal and wish to get a printable result from it, the program will have optoins to keep only an empty cube from the fractal, like a cardboard box where the sides are thin and made from the fractal... if meshlab has a command line i can get meshlab to save the mesh to highest resolution as part of a batchfile so all that is necessary is to put in high res M3D image stacks and run a mesh converstion program and it will perform screened poisson disk conversion to 4000/ (2^12) same sample size mesh and then reduce the vertices using quadratic from meshlab.


* mega pyramid high res.jpg (175.09 KB, 985x1017 - viewed 767 times.)
« Last Edit: January 12, 2017, 11:14:34 AM by Mrz00m » Logged
lycium
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« Reply #21 on: January 12, 2017, 09:25:10 AM »

It's indeed from M3D mesh, i kindof realize that i've just programmed the best mesh rendering program for fractals ever

I'm not sure which is worse, that you might be right, or that you can't see the horrendous aliasing artifacts in the mesh.

In any case, you're tempting me to write some super basic Marching Cubes / Tetrahedra code  tongue stuck out
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Mrz00m
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« Reply #22 on: January 12, 2017, 12:50:12 PM »

It's not an antialias, it's a lady cheese sandwitch. These fractals are hallucinogenic it's difficult to convince them to agree with Freudian theory of gender. i will see if i can get some boobs some place in m3d and will send some spacial clouds, sorry.
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KRAFTWERK
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« Reply #23 on: January 12, 2017, 07:38:22 PM »

...the program will have optoins to keep only an empty cube from the fractal, like a cardboard box where the sides are thin and made from the fractal... if meshlab has a command line i can get meshlab to save the mesh to highest resolution as part of a batchfile so all that is necessary is to put in high res M3D image stacks and run a mesh converstion program and it will perform screened poisson disk conversion to 4000/ (2^12) same sample size mesh and then reduce the vertices using quadratic from meshlab.

I like these features very much. Looking forward to see the progress...
The first examples looked great but I was dissapointed of the artefacts you can see in this image, it looks similar to the ones I get using the Fiji>meshlab workflow, the voxel slices shining through. I was amazed that your earlier examples showed so little of it.

...you're tempting me to write some super basic Marching Cubes / Tetrahedra code  tongue stuck out

Just do it Lyc!  afro



* Ska?rmavbild 2017-01-12 kl. 19.32.21.png (238.71 KB, 574x400 - viewed 734 times.)
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Mrz00m
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« Reply #24 on: January 14, 2017, 05:12:31 PM »

That's very nicely framed MandelWerk, The aliasing is from 1000voxel precision aliasing from the image stack, in theory you can get that up to about 2/4000 prior to having unrealistic ram demands. When I have many 750 gygabyte meshes on the PC I find it's difficult to program. The program is ready to send out now, I think it's faster and higher res than Fiji, and it doesnt ever crash. it's based on a different precept. Only thing left to do is to add 8billion voxel arrays on it to have the most amount of processing. If i had all month to spend on it, i can make a graphics card based parrallel processing one which can probably process a stack 70 times as fast, we'll see. I'll have to think of a more advanced board name then.
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Sockratease
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« Reply #25 on: August 17, 2017, 10:33:36 AM »

Just posting to point out that the new release of MB3D has point cloud export!

Fun times   afro
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