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Author Topic: Generate point cloud of mesh?  (Read 13521 times)
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Mrz00m
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« on: January 03, 2017, 09:11:03 PM »



Voxel stack is awesome, unfortunately it requires a specially written MC algorythm that can detect the true border in every cube, that handles a lot of memory and that discards pure B/W cubes, and i don't think it would make optimal mesh and so forth...

If is blur all the voxel stack images, the limits of BW would be grey, and then i could send all the grey dots as vector3's to a point cloud array.

Meshlab can handle point clouds pretty well, and there are different import formats probably for poisson disk cloud samples which meshlab can turn into mesh nicely...

Advantage is that a point cloud takes 1000dth of the memory compared to the PNG images as a file format, and mesh samples which meshlab uses, (for example poisson mesh samping) are arrays of vertices perhaps that can be perhaps loaded straight into meshlab and that make very good results.

Perhaps what that means, is to export vertex sample maps and/or point clouds from Mandelbulb3D, very low on memory, all you would have to do is change the voxel stack algorythm a tiny bit so that it charts a vertex every time a pixel changes from Black to white. If verteices arrays type point clouds were exported from the program it would be possible to infer their 3D normals perhaps and there is probably a vertex+normal samples format that can be imported to Meshlab.

I don't know if it's a briliant idea but it's one to keep tabs on, meshlab is crashing on my AMD desktop pc i have to run it on the i7 laptop to say more about it.

I figure that sample/vertex files can be saved as stl/obj without the triangle array and perhaps meshlab can import that, and point cloud formats i don't know.

I can write a program that makes samples of the voxel stack based on the border and that generates some nice mesh from it it's probably super easy. Doing to vertex arrays with normals is trivial, it's just the border pixels, and they can be saved to a tiny format with huge data. Then it would be possible to apply linear simplifaction to every level to perhaps devide the number of vertices by 100 while keeping the same actual spacial information. either way, it would be relatively very easy to code and it could mean direct obj export from M3D and there could be octree search of the vertices for every layer which would mean faster than current speed too. ill see if i can figure a workaround. tease



currently searching for tomography to point cloud programs... smiley found a squirrel.
« Last Edit: January 14, 2017, 10:42:30 PM by Mrz00m » Logged
Mrz00m
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« Reply #1 on: January 04, 2017, 09:13:46 AM »

here is an example of a point cloud file in ply format which can include the normals, PLY file example for a point cloud. I ran it in meshlab and it makes pretty awesome mesh.

Below is the contents of points.ply.

ply
format ascii 1.0
element vertex 36
property float x
property float y
property float z
property float nx
property float ny
property float nz
property float intensity
property uchar diffuse_red
property uchar diffuse_green
property uchar diffuse_blue
end_header
13.32 12.84 3.06 -0.352745 -0.230493 0.906887 1 255 243 245
13.44 12.84 3.06 0.135449 -0.0514792 0.989446 1 255 244 242
13.56 12.84 3.024 0.26937 -0.00564067 0.96302 0.988235 252 232 218
13.68 12.84 3 0.023836 0.341656 0.939523 0.980392 250 222 199
13.8 12.84 3 0.17265 0.491562 0.853557 0.980392 250 222 196
13.92 12.84 2.94 0.271418 0.421348 0.865331 0.960784 245 205 181
13.32 12.96 3.048 -0.113205 -0.0506456 0.99228 0.996078 254 240 240
13.44 12.96 3.036 0.316732 0.242606 0.916964 0.992157 253 232 220
13.56 12.96 2.976 0.305802 0.351274 0.884925 0.972549 248 217 195
13.68 12.96 2.94 0.123776 0.286629 0.950012 0.960784 245 207 182
13.8 12.96 2.928 0.166562 0.236305 0.957297 0.956863 244 199 175
13.92 12.96 2.916 0.300154 0.375882 0.87671 0.952941 243 173 147
13.32 13.08 3.06 0.256866 0.12211 0.958702 1 255 236 225
13.44 13.08 2.976 0.445059 0.33052 0.832274 0.972549 248 217 195
13.56 13.08 2.94 0.108126 0.123257 0.986467 0.960784 245 197 168
13.68 13.08 2.94 0.154002 0.120018 0.980754 0.960784 245 185 157
13.8 13.08 2.916 0.347761 0.334486 0.875889 0.952941 243 169 149
13.92 13.08 2.796 0.601865 0.623676 0.498785 0.913725 233 144 121
13.32 13.2 3.024 0.468064 0.297601 0.832075 0.988235 252 228 206
13.44 13.2 2.928 0.257091 0.200496 0.94536 0.956863 244 207 178
13.56 13.2 2.952 0.005533 -0.0206843 0.999771 0.964706 246 190 155
13.68 13.2 2.892 0.407234 0.363634 0.837813 0.945098 241 161 133
13.8 13.2 2.856 0.559132 0.580269 0.592165 0.933333 238 144 115
13.92 13.2 2.556 0.724107 0.541258 0.427443 0.835294 213 119 99
13.32 13.32 2.964 0.398726 0.298406 0.867163 0.968627 247 215 189
13.44 13.32 2.916 -0.0611859 -0.0315522 0.997628 0.952941 243 198 169
13.56 13.32 2.976 0.225468 0.0427099 0.973314 0.972549 248 181 148
13.68 13.32 2.784 0.653282 0.527581 0.543029 0.909804 232 144 116
13.8 13.32 2.664 0.648986 0.607185 0.458414 0.870588 222 124 101
13.92 13.32 2.484 0.71337 0.436706 0.54808 0.811765 207 105 86
13.32 13.44 2.94 0.11495 -0.00345421 0.993365 0.960784 245 197 166
13.44 13.44 2.94 -0.124913 -0.113648 0.985637 0.960784 245 191 161
13.56 13.44 2.952 0.517879 0.102231 0.849323 0.964706 246 170 139
13.68 13.44 2.64 0.825371 0.336651 0.453242 0.862745 220 128 104
13.8 13.44 2.472 0.631464 0.52381 0.571731 0.807843 206 110 92
13.92 13.44 2.412 0.592844 0.469536 0.654272 0.788235 201 89 72
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blob
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« Reply #2 on: January 04, 2017, 10:39:03 AM »

If I am not mistaken Thargor said he'd add point cloud export as the last new feature he'd implement in MB3D. Not sure whether this is still on the cards though.
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thargor6
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« Reply #3 on: January 04, 2017, 12:05:35 PM »

and it could mean direct obj export from M3D
Just as a side note: there is direct obj-export from M3D for a rather long time.

If I am not mistaken Thargor said he'd add point cloud export as the last new feature he'd implement in MB3D. Not sure whether this is still on the cards though.
I'm not sure, too cheesy But, I probably could just release the state I created one year ago.

Cheers!
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DarkBeam
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Fragments of the fractal -like the tip of it


« Reply #4 on: January 04, 2017, 12:57:18 PM »

Squirrels like point clouds run over
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No sweat, guardian of wisdom!
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« Reply #5 on: January 04, 2017, 02:36:55 PM »

I'm not sure, too cheesy But, I probably could just release the state I created one year ago.

That'd be cool.  cheesy
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Mrz00m
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Posts: 204


« Reply #6 on: January 04, 2017, 03:12:32 PM »

I've got a basic code working. If you send me your own M3i files of a volume to turn into a point cloud i'll send back some different precision files back to construct mesh from. I don't know anything about post processing fractal clouds so if someone can say what steps to get a vertex only no normals cloud into denoized and stuff that would be awesome.


* ein punkt clood von mandelbrot.jpg (194.58 KB, 1567x901 - viewed 444 times.)
« Last Edit: January 14, 2017, 10:43:43 PM by Mrz00m » Logged
thargor6
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« Reply #7 on: January 04, 2017, 04:33:35 PM »

As another side-note: the cloud-export in MB3D does not operate on Voxel-stacks, it just traces the object (therefore the name "BulbTracer" of the module). When I remember right, the problem was never to create the cloud, but to generate something you can render from it afterwards.
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Mrz00m
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« Reply #8 on: January 05, 2017, 06:18:17 AM »

Oh awesome, yes i found the new mesh trace and obj options window, it's become so deep a program that it's easy to miss a giant option... I thought BT racer was actually a space game in there when i clicked on it, it's actualy OBJ.options, confusing.

So, indeed the obj can be 512-512 and 840x840 and very hifi meshes. So probably not much use in me writing a pt cloud then.

On another front, Meshlab has updated to version 2016 since 2 weeks, it's on www.meshlab.net and it is better for pt cloud. I can't optimally get normals for the samples so i haven't gone very far to learn pt cloud stuff. The best option is to send out your best test point clouds files and suggest to the users that it's worth checking out further if they can find a use for fractal pt clouds.

One option that is missing from the OBJ export which is a nag, is that there is no rendering of the cubic limits of the isosurface, so it's not possible to generate closed surfaces? That's an awesome option because some programs have options to delete hidden mesh, and it makes it easier to print and for the program to process.

Always interested to know what technical challenges you surmounted and what programming routes you walked and technically what algorythms exist in the program options, it's good to know what is being processed!

on the new meshlab 2016 there is a completely new poisson mesh making filter, except that my clouds dont have normals(would be easy to do some) and meshlab can't make good normals from raw vertex cloud so i can't check out mesh generation properly.
« Last Edit: January 05, 2017, 06:34:21 AM by Mrz00m » Logged
thargor6
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« Reply #9 on: January 05, 2017, 10:58:26 AM »

Very interesting, I would not have thought that it is possible to miss that feature as it was the major feature in the latest release, there is even a screenshot in the downloads-section: :-)

http://www.fractalforums.com/index.php?action=downloads;sa=view;down=64

Cheers!
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Mrz00m
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« Reply #10 on: January 05, 2017, 01:07:01 PM »

I was on version 189 previously, just had a couple of hours on 191 and i didn't know it had gone forwards leaps and bounds recently.

I wrote the pt cloud code one morning without having found that button for .obj, and i the render quality is very high so i may as well complete it and see if i can add some extra thing that don't exist in m3d, for example, march through borders of the voxel stack using oversampling of 2/4 to make straight walls there with not so many pts, here's a pic of my current development. it's feels kind of like coming out of a sewer sending out research about pt clouds because meshlab colors them in kaki so here's a period red version instead.  im a bit over enthusiastic about this first foray into coding for a while so ill send in some images:

i.e. marching through x and y for high precision:


* comparison march thruogh X and Y.jpg (64.59 KB, 937x628 - viewed 366 times.)
« Last Edit: January 05, 2017, 01:27:25 PM by Mrz00m » Logged
thargor6
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« Reply #11 on: January 05, 2017, 01:47:35 PM »

Good luck!
A disadvantage of this approach might be the lack of having colored point clouds in the end.
But, depends on what do you want to achieve with them. It had turned out, for me they where not of much use at all, because the meshes where more versatile.

Cheers!
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Mrz00m
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« Reply #12 on: January 05, 2017, 10:50:38 PM »

Is there a color option on for the .obj export? I coded an X3D file format color mesh parsing routine previously because its on 3dhubs and that.

this is from a win64 program that can input a folder of png's and can output a pt cloud.ply file. it also does the normals and the poisson and ball pivoting codes work very nicely, i just have to add the text field to input the PNG folder address and the save filename. here's a mini mesh that responds nicely to the poisson mesh. An advantage of point clouds is that you can concat many of them together taken from different lidar cameras into giant 40mn constructs which is fun. Perhaps this is currently the most precise mesh option for m3D because it does some pretty hifi results for small test renders so for a 700x700 it will be awesome.



* déclinaison de saumon 30117.jpg (124.94 KB, 1009x486 - viewed 387 times.)
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thargor6
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« Reply #13 on: January 06, 2017, 12:24:06 AM »

Is there a color option on for the .obj export?
Was planned, but never finished. Did not do anything for about a year now, and it is unlikely to continue, but one never knows :-)
« Last Edit: January 06, 2017, 01:17:55 AM by thargor6 » Logged
Mrz00m
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« Reply #14 on: January 06, 2017, 01:01:34 AM »

<a href="http://www.youtube.com/v/J876XakP0Ns&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/J876XakP0Ns&rel=1&fs=1&hd=1</a>
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