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Description
Dear Thomas,
Recently I'm reading your paper entitled "SurfelMeshing", and thank you so much for sharing your source code to us.
I'm particularly attracted by the ability of "reconstructing thin objects" of this algorithm, and have tested on some RGB-D sequences of my own. Below is the snapshots of the reconstruction results on my scanning of a Spinosaurus toy model (left: volumetric method, right: SurfelMeshing):
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As can be seen from the snapshots, the results of SurfelMeshing is non-manifold, and contain self-intersections in the triangle meshes. This result might not be quite ideal for me...
I have tried fine-tuning some parameters in the algorithm, such as: --regularizer_weight 30 and --depth_erosion_radius 3, but non of these settings could eliminate the artifacts totally on the final mesh output.
Currently my test is on Windows with VS2015 (code porting of myself), and the above sample test sequence Spinosaurus is from our CU3D dataset. Could you please help me figure out if I'm running your code with incorrect settings? or if this is a inherent feature of this algorithm? Is there any way that I can improve this based on this algorithm?



