UnityPointCloudViewer
UnityPointCloudViewer copied to clipboard
Point Cloud Viewer and Tools for Unity
https://github.com/unitycoder/UnityPointCloudViewer/wiki/Commandline-Tools - there's mismatching : and = separators used for arguments in the latest version 1.73b - flip= is no longer used, its swap=
has been requested several times, similar to: https://www.esri.com/arcgis-blog/products/arcgis-pro/3d-gis/eye-dome-lighting/ **current workarounds:** can use regular AO post processing, if using mesh rendering, and materials that write to depth (like MeshPointsDX11BoxDirectionalLight+Shadows.mat) (left no...
need to add: - [ ] allow register cloud with mesh (instead of binary point cloud)
some colors appear black, due to lost precision(?) in the PCD RGB parser: // returns 0 for rgb *works in CloudCompare, fails in Three.js pcd loader -0.653568 0.350478 0.502945 8.206463e-39...
request for this format: https://entwine.io/entwine-point-tile.html https://forum.unity.com/threads/released-point-cloud-viewer-tools.240536/page-13#post-7036813 need to check about it
as noted in #107 it seems like the LOD method currently only saves render time but not read time or VRAM buffer space - this comment in PointCloudViewerTilesDX11.cs recaps this...
currently its raw float data, which generates huge files (one example ~26gb for full 200sec realsense recording) need to look into compression, lower precision formats etc.
workarounds: - need to use Opaque or Cutout shader - for UI can try included material: UI_Default-With-Occlusion-Pass.mat - or if you use v1 or v2 formats, try enabling commandbuffer rendering...