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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 просмотров • 8 месяцев назад •via X (Twitter)

Комментарии: 14

Фото профиля patricio gonzalez vivo
patricio gonzalez vivo8 месяцев назад

give it a try:

Фото профиля O%ΩURΩBΩRΩS
O%ΩURΩBΩRΩS8 месяцев назад

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

Фото профиля Nicholas Bardy
Nicholas Bardy8 месяцев назад

What model is this? Results look great

Фото профиля patricio gonzalez vivo
patricio gonzalez vivo8 месяцев назад

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

Фото профиля Nicholas Bardy
Nicholas Bardy8 месяцев назад

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

Фото профиля Colin Duffy 🇺🇦
Colin Duffy 🇺🇦8 месяцев назад

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

Фото профиля patricio gonzalez vivo
patricio gonzalez vivo8 месяцев назад

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

Фото профиля Wrennly
Wrennly6 месяцев назад

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 🤔

Фото профиля Wrennly
Wrennly7 месяцев назад

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?

Фото профиля Ziyang Xie
Ziyang Xie8 месяцев назад

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

Фото профиля patricio gonzalez vivo
patricio gonzalez vivo8 месяцев назад

this experiment is from back 2022

Фото профиля patricio gonzalez vivo
patricio gonzalez vivo8 месяцев назад

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

Фото профиля Wrennly
Wrennly7 месяцев назад

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?

Фото профиля patricio gonzalez vivo
patricio gonzalez vivo8 месяцев назад

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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