flanggut / smvs

Shading-aware Multi-view Stereo

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Is the result of evaluate_3_band reasonable compared with result of evaluate_3_band_exact

philleer opened this issue · comments

Hi @flanggut , first of all, thank u for ur wonderful software.
I have roughly explored your code recently, since I want to do some research combining MVS and shading cues.
Well, in the lighting_optimizer.cc, in line 41 function fit_lighting_to_image call
sh::evaluate_4_band(*normal, *sh)
Then my question is why can u use evaluate_4_band rather than evaluate_4_band_exact?
I was wondering whether it is reasonable.
Just to minimize operations? Would you please explain it in more details?
Thanks very much.

And when I generate mesh with the -m option, I can get the triangular mesh model. But then when I use fssrecon from MVE, I get the error as follows

Floating Scale Surface Reconstruction (built on Sep 29 2018, 09:56:41)
Loading: smvstest/temple_lighting/temple-201902231408/smvs-m-S0.ply...
WARNING: Skipped 16466734 samples with invalid scale.
Loading samples took 7971ms.
Octree does not contain any samples, exiting.

From FSSR-Users-Guide I find
FSSR expects an input a point set which contains several required and some optional attributes per sample point.
then why the generated mesh not supported by the FSSR? Due to different data structure or format?
@flanggut Very appreciated to your reply.

I just realized that I never replied here. Sorry about that!
Not sure if it is still relevant but:

  1. The exact spherical harmonics form an orthonormal basis. However, for our optimization it is not necessary that they are actually normalized. To minimize the number of operations we can remove the constant factors for each element and they will be absorbed into the variables that we estimate. So the variables that our optimization produces are essentially just a scaled variant.
  2. You should not use the -m option if you want to feed the output into FSSR, it will not include the necessary information (like normals and scale). The -m option is just to generate a quick preview without really merging all of the depth maps into a consistent geometry.