• Advertisement
Sign in to follow this  

point cloud to low polly mesh

This topic is 1962 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am using the Kinect sensor to generate a point cloud of a person.
I need to generate from the point cloud the corresponding set of collision surfaces in NVidia PhysX.
To achieve it i have to smooth and after triangulate it to concave mesh/set of convex meshes.
I've found only 1 smoothing algorithm:

[CODE]The Moving Least Squares.[/CODE]

To triangulate i've found few algorithms:

[CODE]Greedy Projection Triangulation
Constrained Delaunay triangulation algorithm.
Ear clipping algorithm[/CODE]

[i][b]And [url="http://www.cgal.org/Manual/latest/doc_html/cgal_manual/Surface_reconstruction_points_3/Chapter_main.html"]ready solution[/url] witch needs an oriented points as input data.[/b][/i]

I also want to do it in realtime(at initialization create mesh and after move parts of it corresponding to real person moves) so i need fast methods.
Also smoothing algorithm must return < 1000 points to achieve low polly meshes.
Can u advise some useful methods?

Share this post


Link to post
Share on other sites
Advertisement
sounds like an intresting problem, but i think to discuss about it we need more information on the pointcloud
are the points spread in 3d space, or is it just a heightmap like this http://makerbot-blog.s3.amazonaws.com/wp-content/uploads/2012/01/3D-Printing-with-Kinect-.jpg

Share this post


Link to post
Share on other sites
maybe it's possible to generate a voxel lattice over the pointcloud ... to close the space between points u could use a morphologic closing function (http://en.wikipedia.org/wiki/Mathematical_morphology#Closing)
then generate an octree from the closed pointcloud to do a fast collision detection

Share this post


Link to post
Share on other sites
I once implemented this algorithm:

[url="http://www.cs.ucdavis.edu/~amenta/pubs/sm.pdf"]http://www.cs.ucdavi...nta/pubs/sm.pdf[/url]

and it worked quite well (although it was far from real time).

I haven't implemented other algorithms, so I can't tell you how it compares to other methods. Just do a google search for surface reconstruction, which should give you loads of papers about it. Edited by quasar3d

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement