Also, if anyone is still following along, I'm planning to incorporate a de-lighting mechanism into the next version of my turntable.
I'd be eternally grateful if anyone here knows about such things and can point me in the right direction. There is some discussion over on Epic's UE4 forums about this:
https://forums.unrealengine.com/showthr ... -PhotoscanThe Kite demo stuff that is being referenced in the thread above can be found here:
https://www.youtube.com/watch?v=clakekAHQx0Anyone know how I'd go about getting started with this sort of thing?
My current scanning rig is pretty much automated to the point of getting images in to Photoscan in the cloud on a large Amazon EC2 GPU instances (i.e. the turntable connects and uploads directly to the cloud and rotation and shots are automated via an program/app that I've written running on the embedded ARM board). I do plan to script the cloud/Agisoft part and beyond at some point too once I can afford to upgrade to Photoscan Pro for Python scripting.
I'm assuming removing shadows is usually done after model creation in Photoscan, but I'm also wondering if there is any way it can be done beforehand with 2D images if a chromeball and a greyball are used?
I'd like to try and automate the whole process as much as possible, so as few manual steps as possible. Idealy in the long term I want the whole thing to be pretty much automatic, with web app for delivering the assets that Photoscan spits out. I'm figuring that for the de-lighting part I'll probably try and use an image processing library and some code for any inverting transform processes required to negate shadows in the original texture map. I'll probably try and do this on the ARM based board that runs linux inside my turntable. Any pointers on automation also welcome as well as any info on the nuts and bolts on removing lighting from the texture. Thanks in advance!