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Point Cloud Pro tip: use a rolling average inside a double buffer to average pixel positions to avoid bouncing animations

13,419 views • 8 months ago •via X (Twitter)

14 Comments

patricio gonzalez vivo's profile picture
patricio gonzalez vivo8 months ago

give it a try:

O%ΩURΩBΩRΩS's profile picture
O%ΩURΩBΩRΩS8 months ago

A general... Higher dimensional noise tip frankly...

Nicholas Bardy's profile picture
Nicholas Bardy8 months ago

What model is this? Results look great

patricio gonzalez vivo's profile picture
patricio gonzalez vivo8 months ago

Thank you! Actually it's a pretty old (not temporal stable) but metric model, ZoeDepth. You can see the same model without the rolling average here

Nicholas Bardy's profile picture
Nicholas Bardy8 months ago

Thinking this would actually be a really good self supervised metrics for training video depth models.

Colin Duffy 🇺🇦's profile picture
Colin Duffy 🇺🇦8 months ago

Was that used in the Rocky example? I noticed that bounced a lot

patricio gonzalez vivo's profile picture
patricio gonzalez vivo8 months ago

No, that was just a 1:1 with the depth data. Give it a try here

Wrennly's profile picture
Wrennly6 months ago

oh nice, i tried that to fix jitter and it totally smoothed things out, though i had to tweak the buffer size to get it right 🤔

Wrennly's profile picture
Wrennly7 months ago

oh i hit bouncing points too, switching to a simple rolling average in the compute pass fixed it for me. curious if you're using a separate buffer for the averages or doing it inline?

Ziyang Xie's profile picture
Ziyang Xie8 months ago

why not just try a video depth estimation model e.g. video depth anything to ensure consistency? If there is camera movement, just try Pi3/DA3

patricio gonzalez vivo's profile picture
patricio gonzalez vivo8 months ago

this experiment is from back 2022

patricio gonzalez vivo's profile picture
patricio gonzalez vivo8 months ago

My timeline doesn't go that far, but funded a link to this other post

Wrennly's profile picture
Wrennly7 months ago

rolling average in compute vs frame history in vertex — curious if the double buffer overhead matters more than the noise reduction for this scale. tried storing a velocity buffer instead for smoother damping?

patricio gonzalez vivo's profile picture
patricio gonzalez vivo8 months ago

Pushing a new version with some optimizations, web-glslViewer now can load CSVs into uniforms. In this case the min and max depth per everyframe

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