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Add color for sampling from mesh #6842
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Thanks for submitting this pull request! The maintainers of this repository would appreciate if you could update the CHANGELOG.md based on your changes. |
cpp/open3d/geometry/TriangleMesh.cpp
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pcd->colors_[point_idx] = Eigen::Vector3d( | ||
(double) *textures_[0].PointerAt<uint8_t>(uv(0) * w, uv(1) * h, 0) / 255 , | ||
(double) *textures_[0].PointerAt<uint8_t>(uv(0) * w, uv(1) * h, 1) / 255 , | ||
(double) *textures_[0].PointerAt<uint8_t>(uv(0) * w, uv(1) * h, 2) / 255); |
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@benjaminum
I'm not an Computer graphics expert. It seems the barycentric coordinates you were referring to (#2483 (comment)) are a sort of mixture weights for triangles (in this case it looks like a,b,c ?). Unfortunately this code seems to samples from the correct colors but from the wrong position in the texture map.
Am I making a mistake here with the uv
computation or am I using the PointerAt
function wrong ?
Maybe you see a mistake immediately?
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Can you try (1-uv(1))*h
?
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could it be that triangle(0), triangle(1), triangle(2)
in triangle_uvs_
don't select adjacent triangle vertices in the texture?
I'm trying to run it on a cube with different surface colors. This is the texture map:
sampled vertices were:
if we take a weighted average of these sampled points, we might end up in the black area (no valid texture).
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I suppose the triangle_index_generator
does not take this into account, or something is unexpected in triangle_uvs_
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@nikste triangle stores the indices of the vertices but we need the index to the right uv.
triangle_uvs_
if I recall correctly should have the size 3*#triangles. Can you try to get the uvs with [3tidx, 3tidx+1, 3*tidx+2]?
@benjaminum Couple of questions:
|
from my side this can be reviewed. |
Great! Results look good. I think we now have to answer questions 1-3 and define what we want.
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Adds color to point cloud sampled from mesh
(#2483)
Type
Motivation and Context
Checklist:
python util/check_style.py --apply
to apply Open3D code styleto my code.
updated accordingly.
results (e.g. screenshots or numbers) here.
Description