I am so impressed by this technology. I've been testing a lot with my own drone shots and postshots for a few days now. A little tip on the side. Today I found a workflow for cleaning up splats in a video by Olli Huttunen (Let's Clean the 3D Gaussian Splatting models and remove floating artifacts!) that is really good. Everything then runs via Unity. We live in really exciting times, with endless possibilities =)
Guys, it is quicker to make a Gaussian splat and then export it as a mesh or direct photogrammetry? I'm new to the subject, so any help would be appreciated. Btw, i use SuGaR to export the mesh, the quality isn't so great but works 60% of the time.
That's great, I've been wondering lately with the SoTA is still COlmap given how old it is. Did you implement it directly from the repo, or do you know if there is a more 'user-friendly' implementation ?
I am so impressed by this technology. I've been testing a lot with my own drone shots and postshots for a few days now. A little tip on the side. Today I found a workflow for cleaning up splats in a video by Olli Huttunen (Let's Clean the 3D Gaussian Splatting models and remove floating artifacts!) that is really good. Everything then runs via Unity.
We live in really exciting times, with endless possibilities =)
This looks great! How does it compare to hloc?
I'll probably give them both a try later, but i didn't like the hloc workflow first time i tried it.
Guys, it is quicker to make a Gaussian splat and then export it as a mesh or direct photogrammetry? I'm new to the subject, so any help would be appreciated. Btw, i use SuGaR to export the mesh, the quality isn't so great but works 60% of the time.
Perfect!
That's great, I've been wondering lately with the SoTA is still COlmap given how old it is. Did you implement it directly from the repo, or do you know if there is a more 'user-friendly' implementation ?
Yes, I used the implementation directly from the repository github.com/naver/mast3r/tree/mast3r_sfm