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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 görüntüleme • 8 ay önce •via X (Twitter)

14 Yorum

patricio gonzalez vivo profil fotoğrafı
patricio gonzalez vivo8 ay önce

give it a try:

O%ΩURΩBΩRΩS profil fotoğrafı
O%ΩURΩBΩRΩS8 ay önce

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

Nicholas Bardy profil fotoğrafı
Nicholas Bardy8 ay önce

What model is this? Results look great

patricio gonzalez vivo profil fotoğrafı
patricio gonzalez vivo8 ay önce

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 profil fotoğrafı
Nicholas Bardy8 ay önce

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

Colin Duffy 🇺🇦 profil fotoğrafı
Colin Duffy 🇺🇦8 ay önce

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

patricio gonzalez vivo profil fotoğrafı
patricio gonzalez vivo8 ay önce

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

Wrennly profil fotoğrafı
Wrennly6 ay önce

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 profil fotoğrafı
Wrennly7 ay önce

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 profil fotoğrafı
Ziyang Xie8 ay önce

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 profil fotoğrafı
patricio gonzalez vivo8 ay önce

this experiment is from back 2022

patricio gonzalez vivo profil fotoğrafı
patricio gonzalez vivo8 ay önce

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

Wrennly profil fotoğrafı
Wrennly7 ay önce

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 profil fotoğrafı
patricio gonzalez vivo8 ay önce

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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