I’ve been experimenting with 3D scanning objects outdoors with just a camera! Using Meshroom, an open source photogrammetry tool, I can process a bunch of photographs into a textured 3D model. I could use these models for 3D printing or as objects in a game engine. Anybody with a camera can do this! The caveat is that Meshroom only runs on computers with CUDA.
I spent a few weekends this summer going to a few local parks with suitable statues/sculptures. Some of the most successful scans I have been able to convert into a web-interactive model:
Looks great. Thanks for the education. I really like your interactive 3D models. How did you make them? What software did you use?
Thanks.
The software I used is Meshroom for the photogrammetry and then I used Blender to edit the models that Meshroom generated. The web render is done with threejs.
The interactive models look super cool, and this is such a good explanation of photogrammetry! I work a lot with data that comes out of this process but never knew too much about how it goes from images to models.
For the models that you couldn’t display as interactive models on the web, was that just due to its size? One thing you could try is tiling up the model as 3D Tiles (disclaimer: this is something I’ve been working on in my day job, where we’re trying to make it easy to share large amounts of highly detailed data like that):
https://cesium.com/docs/tutorials/getting-started/
I’d definitely be curious if you try that and have any feedback!
The ones I can’t display are because the models are not “water-tight”, meaning they have holes in the mesh. Blender is kind of horrible at automatically closing large holes, so for something like the frog, I didn’t bother. The bench is impossible to close up because I simply never photographed the back of it. The park is simply way too large. This only applies to OBJ files, and it’s a limitation of the OBJ loader inside threejs.
But threejs should handle GLB and GLTF without a problem. But generating a small enough file that a website visitor can download is a problem with these file types.
I was actually looking for ways of dividing up a model into chunks so the models can be loaded one at a time. Your demo looks cool, love the switching between low res and high res as I zoom in. I see that I can get a free account and a Blender plugin, I will try it out but not immediately.
nicely done scans.
On managing sccanned data i can show you a few tricks here and there, but since you figured out how to scan i guess you could manage to come to an improved workflow if i show you some insight. First as you described the problem is that blender can’t handle properly the scans (meshes are way to dense), posibles solutions are:
-Use sculpting tools like zbrush
-Using decimation tools like meshlab or instant meshes (so you get the poly count to a reasonable number). If you need to keep the texture instant meshes won’t work though. (i belive meshlab has a quadratic decimation that works with textures…)
Once you get to a lower file size blender works just fine for alingment, retopo, texture projection, etc.
Good luck on your scannings.
Regards
Hello
Do you use a special software or use some codes?