Comments (3)
The main pipeline is in ITMBasicEngine<...>::ProcessFrame
. I would start from there and drill down, trying to figure out how things correspond to the descriptions in the various papers as I go.
An understanding of the way in which the CPU/GPU code is structured is also probably useful - basically you have an interface class, CPU and CUDA classes that derive from it, and shared code that is called by the implementations of the various member functions in the CPU and CUDA classes.
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I have used glm to load a 3D object successfully, but I don't know how to integrate this with InfiniTAM so now it is just limited in its own window. I want to find the entry point for the reconstruction scene so that I can add some furnitures into InfiniTAM. Could you please give me some advice? Thanks! @sgolodetz
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Depending on the format of the object, this may be more or less tricky - but in terms of adding things to the scene, the best places to look in the code are probably the bits to do with the scene representation (drill down from ITMScene
) and the scene reconstruction engine (drill down from ITMSceneReconstructionEngine
).
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Related Issues (20)
- Supporting iPhone Depth Data
- from rgb to depth HOT 10
- Show nothing when running InfiniTAM.exe with files in Teddy HOT 5
- Multi-camera Application HOT 1
- FileBasedTracker doesnโt fuse the scene HOT 2
- How big is the voxel grid? HOT 1
- Saving 3D Reconstruction
- Python bindings HOT 6
- Azure Kinect Support HOT 1
- C1083 Cannot open include file: 'GL/glut.h': No such file or directory HOT 5
- Extracting the current VoxelGrid for an additional processing step HOT 1
- iterations algorithm HOT 1
- Python Buffer access to ITMLocalVBA HOT 1
- Cannot access the voxel blocks on device using Nsight VSE Debugger HOT 1
- ITMLocalVBA alone extractable as 3D Reconstruction? HOT 1
- cannot read images HOT 11
- Which version is the newest HOT 1
- Project doesn't build
- Does InfiniTAM support for MS Azure Kinect (soon)?
- Blensor Scans
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