![]() Texture/size count setting depends on the Mapping Mode and determines the resolution or detail of the texture. The default mode Mosaic is usually the best choice. The options are Mosaic (default), Average, Max intensity, Min intensity, Disabled. For the purposes of 3-D mapping, Generic or Adaptive orthophoto produce the best results.īlending mode determines how the selected photo is applied to the 3-D model. Generic, Orthophoto, Adaptive Ortho, Spherical, or Single camera) is applied to the model. Mapping mode determines what type of photo (e.g. The dialogue settings are described below. From the Workflow menu, select Build Texture…. In order to add photo information to the 3-D mesh, it is necessary to generate textures which are then “draped” onto the model using several different algorithms. In this case, the edges actually look quite good. It is always advisable to fly a project area at least one flight line and photo pair beyond the desired boundary. The number of key tie points is least along the edges of a model because that’s where the amount of photo overlap is lowest. It is good practice to inspect the edges of the 3-D model. Solid 3-D mesh surface of the BCIT playing field The only minor difference is that the goalie net (right corner of the image) now looks more solid or extrapolated to the ground. As you can see, at first glance, it doesn’t look any different than the dense point cloud. Results of the 3-D mesh generation are shown in the screenshot below. Set the options as per the screenshot below and proceed with generating the 3-D surface mesh. This can be left unchecked because the following step of generating surface textures will handle this in a much more detailed way. The last option, Calculate Vertex Colors, determines whether the vertices will be colored using a photo pixel or not. Point Classes defaults to All unless a previous step to classify the dense point cloud was performed. None will leave any small gaps or holes unfilled, Enabled will interpolate and fill small gaps and holes and Extrapolate will fill small gaps and holes using a simplified algorithm and also fill out the edge of the surface to the extents of the bounding box. Under the Advanced tab, the first setting is Interpolation ( None, Enabled (Default), or Extrapolate). This is also dependent on the hardware configuration. Higher face counts will result in more detailed morphology of features but sometimes at the expense of noise or artifacts because of the decimation process. The Input Surface can either be the sparse or dense point cloud (default).įace Count is a measure of the final complexity of the surface. No overhangs or such complex surface features are retained and thus the processing time is usually shorter. The latter results in a simpler surface as the height field is only interpreted as orthogonal to the horizontal plane (X or Y axis). This surface type is suggested for modeling complex shapes with overhangs and images taken at low oblique angles (i.e. The former retains 3-D pixel information for all points in the input point cloud. Surface Type can either be Arbitary (3-D) or Height field (2.5-D). The parameter options are described below. Generate Meshįrom the Workflow menu, select Build Mesh… to open the dialogue box. In areas of the dense cloud where the points are relatively sparse, the surface can be either interpolated or extrapolated. This process connects the discreet, 3-D pixels in the dense cloud with vector vertices, resulting in a “solid” without any gaps between points. Once the dense point cloud is generated and filtered, the next step is create a continuous 3-D surface of the model. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |