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In your code I see a few flags for mesh coloring via Open3D, however for some of the ETH data treated in your paper, you briefly note that the textured results are via Let there be color! (WAECHTER M., MOEHRLE N., GOESELE M.). Which approach do your favor for your mesh output?
In my tests I'm using your provided ply2npz.py to compile input, which ignores per vertex color in the source files. Is there another supported route that preserves color data to produce a color mesh -- e.g., a naïve per-face color interpolated from the vertex RGB?
The text was updated successfully, but these errors were encountered:
If you start from images you can indeed use the whole pipeline in combination with the OpenMVS implementation of "Let there be color!" by simply providing the output mesh and OpenMVS project file to the OpenMVS mesh texturing tool.
Per-face color interpolation would also be an option, but it is not implemented. Although if you add vertex colors, MeshLab for example does per-face color interpolation automatically for you.
Like many, I've been a fan of Let there be color! from the beginning, and am amazed that years later it remains one of the few comprehensive open methods. Lots of room for future contributions! ;-)
In your code I see a few flags for mesh coloring via Open3D, however for some of the ETH data treated in your paper, you briefly note that the textured results are via Let there be color! (WAECHTER M., MOEHRLE N., GOESELE M.). Which approach do your favor for your mesh output?
In my tests I'm using your provided
ply2npz.py
to compile input, which ignores per vertex color in the source files. Is there another supported route that preserves color data to produce a color mesh -- e.g., a naïve per-face color interpolated from the vertex RGB?The text was updated successfully, but these errors were encountered: