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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 次观看 • 8 个月前 •via X (Twitter)

14 条评论

patricio gonzalez vivo 的头像
patricio gonzalez vivo8 个月前

give it a try:

O%ΩURΩBΩRΩS 的头像
O%ΩURΩBΩRΩS8 个月前

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

Nicholas Bardy 的头像
Nicholas Bardy8 个月前

What model is this? Results look great

patricio gonzalez vivo 的头像
patricio gonzalez vivo8 个月前

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 的头像
Nicholas Bardy8 个月前

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

Colin Duffy 🇺🇦 的头像
Colin Duffy 🇺🇦8 个月前

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

patricio gonzalez vivo 的头像
patricio gonzalez vivo8 个月前

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

Wrennly 的头像
Wrennly6 个月前

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 的头像
Wrennly7 个月前

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 的头像
Ziyang Xie8 个月前

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 的头像
patricio gonzalez vivo8 个月前

this experiment is from back 2022

patricio gonzalez vivo 的头像
patricio gonzalez vivo8 个月前

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

Wrennly 的头像
Wrennly7 个月前

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 的头像
patricio gonzalez vivo8 个月前

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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