ExportCloudsDialog 0 0 814 680 Export 3D Clouds true 0 0 773 3795 Meshing. true Voxel size. Set 0 to disable. When organized meshes are assembled, this is the radius in which the vertices of the polygons are merged. true 3 20 Cloud filtering. Remove sparse points that are far from surfaces. true Cloud smoothing using Moving Least Squares algorithm (MLS). true m 3 1.000000000000000 0.010000000000000 0.005000000000000 Reconstruction flavor. Organized Point Cloud Dense Point Cloud Binary file. true Regenerate clouds. This can be used to regenerate the point clouds at higher density than those used for online visualization. true Set the number of k nearest neighbors to use for the normal estimation. true true Assemble clouds/meshes to a single output cloud/mesh. true Gain compensation. Normalize brightness of images. true Output frame. true Map Robot Camera Regenerate Clouds false ... pixels -32 32 1 m 1 100.000000000000000 0.100000000000000 0.000000000000000 3D cloud decimation (1-2-4-8-...). Negative decimation is done from RGB size instead of depth size (if depth is smaller than RGB, it may be interpolated depending of the decimation value). true % 3D cloud maximum depth (0 means no limit). true 3D cloud minimum depth. true Fill depth hole size (0 means no fill). true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse m 1 100.000000000000000 0.100000000000000 4.000000000000000 Path to a depth distortion model to apply (output from depth calibration). true Fill depth hole error. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse ROI ratios [left, right, top, bottom] between 0 and 1. Only generate 3D points for pixels inside the region of interest (RGB image). true Bilateral filtering of the depth image. Reduce noise in depth images. true Cloud subtraction. Superposed points from different nodes are filtered. true Bilateral Filtering of the Depth Image false 4 0.000100000000000 1.000000000000000 0.001000000000000 0.005000000000000 Standard deviation of the Gaussian for the intensity difference. Set the standard deviation of the Gaussian used to control how much an adjacent pixel is downweighted because of the intensity difference (depth in our case). true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse 1 0.100000000000000 100.000000000000000 1.000000000000000 5.000000000000000 Size of the Gaussian bilateral filter window to use. Set the standard deviation of the Gaussian used by the bilateral filter for the spatial neighborhood/window. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse Cloud Subtraction false Minimum points of the previous cloud in the fixed point radius in order to substract the point in the new cloud. Increasing this value reduces the black contours between clouds. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse Point angle used to keep only points with similar normal between the current cloud and the previous one. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse 0.010000000000000 1.000000000000000 0.010000000000000 0.020000000000000 Point radius used to find close points between the current cloud and the previous one. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse 1 degrees 0 180.000000000000000 30.000000000000000 Cloud Filtering false m 3 0.001000000000000 1.000000000000000 0.010000000000000 0.020000000000000 Radius search. true 1 100 2 Minimum neighbors in the search radius. true Cloud Smoothing false false WARNING: This adds significative time to process, though the clouds will be more smooth. true m 3 1.000000000000000 0.010000000000000 0.040000000000000 NONE DISTINCT_CLOUD SAMPLE_LOCAL_PLANE RANDOM_UNIFORM_DENSITY VOXEL_GRID_DILATION MLS search radius: Set the sphere radius that is to be used for determining the k-nearest neighbors used for fitting. Guidelines: 4 times the voxel size, 0.025 for voxel=0. true Upsampling method. true Polygonial order. Sets whether the surface and normal are approximated using a polynomial, or only via tangent estimation (value=0). true 0 4 2 0 NONE No upsampling will be done, only the input points will be projected to their own MLS surfaces. true Qt::Vertical 20 0 DISTINCT_CLOUD Will project the points of the distinct cloud to the closest point on the MLS surface. true Qt::Vertical 20 0 SAMPLE_LOCAL_PLANE The local plane of each input point will be sampled in a circular fashion. true Set the step size for the local plane sampling. true Set the radius of the circle in the local point plane that will be sampled. true Qt::Vertical 20 0 RANDOM_UNIFORM_DENSITY The local plane of each input point will be sampled using an uniform random distribution such that the density of points is constant throughout the cloud. true Set the parameter that specifies the desired number of points within the search radius. true Qt::Vertical 20 0 VOXEL_GRID_DILATION The input cloud will be inserted into a voxel grid. This voxel grid will be dilated and the resulting points will be projected to the MLS surface of the closest point in the input cloud. The result is a point cloud with filled holes and a constant point density. true Set the voxel size for the voxel grid. true Set the number of dilation steps of the voxel grid. true Qt::Vertical 20 0 Gain Compensation false 2 0.000000000000000 1.000000000000000 0.010000000000000 0.050000000000000 1 0.100000000000000 1000.000000000000000 1.000000000000000 100.000000000000000 Correspondence radius true Beta. The lower, the higher the compensation is but images are darker. When texturing, brightness and contrast balance below can be activated to re-increase brightness (e.g., set high ratio to 20%). true m 3 0.001000000000000 10.000000000000000 0.010000000000000 0.020000000000000 Min overlap (%) true Do full compensation between all locations (longer to do but quality is better). Otherwise, compensation is done only between linked locations. true Meshing false Clean mesh from polygons without color or texture. true Surface reconstruction approach. Poisson is available when clouds are assembled and dense reconstruction flavor is selected. CPU-TSDF is available when clouds are assembled, organized reconstruction flavor is selected and RTAB-Map is built with CPU-TSDF support. true 2 0.000000000000000 0.990000000000000 0.100000000000000 0.000000000000000 Transferring color radius. Radius used to transfer color from original cloud to resampled reconstructed surface (e.g., Poisson or mesh decimation). Negative means disabled, 0 means take the nearest point. true Mesh quadric decimation factor (0=no decimation). Used to reduce the number of polygons. Higher the factor, lower the output resolution (less polygons). Can be used when organized mesh approach is not selected. Can reduce a lot texturing time. true Texture mapping. Images of the cameras will be projected on the mesh(es). Output is a *.obj format. Available on Export or when clouds are not assembled. true Fast GP3 Poisson CPU-TSDF Organized m 2 -1.000000000000000 10.000000000000000 0.010000000000000 0.050000000000000 -1 99999 Minimum polygon cluster size (-1 means that only the biggest cluster is kept). Maximum polygons (0=no max). Another way to do mesh quadric decimation, the factor will be computed depending on the polygons generated. true 0 10000000 50000 9 Texturing false false Auto 1 2 4 8 16 32 64 Blending. Only used with dense reconstruction flavor and if clouds are assembled. true Maximum distance from the camera for polygons to be textured by this camera (0 means infinite). Only used with dense reconstruction flavor. true m 1 0.000000000000000 99.000000000000000 1.000000000000000 3.000000000000000 Brightness and contrast balance low ratio. Only used when textures are merged. true Texture format. true .jpg .png Output texture size. If not set or when clouds are not assembled, all textures are saved separately. Warning: values higher than 2048 may not be compatible with all GPUs. true % 0 49 Brightness and contrast balance high ratio. Only used when textures are merged. true Disabled 256x256 512x512 1024x1024 2048x2048 4096x4096 8192x8192 16384x16384 32768x32768 % 0 49 0 99999 Blending decimation. true Minimum polygon cluster size for texturing. This removes textures applied on sparse polygons. Only used with dense reconstruction flavor. true Camera filtering. By comparing poses in the same area, only one camera in a fixed radius and angle is used for texturing. true Exposure fusion. Only used when textures are merged and brightness/contrast balance ratios are used (merging original texture + 1 for each ratios). true ROI ratios [left right top bottom] between 0 and 1. This can be used to ignore black borders of RGB images caused by calibration. true Camera Filtering m 0.010000000000000 0.100000000000000 Radius. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse deg 0 180.000000000000000 30.000000000000000 Angle. true Qt::LinksAccessibleByMouse|Qt::TextSelectableByMouse Greedy Projection Triangulation (GP3) Meshing false false Set the multiplier of the nearest neighbor distance to obtain the final search radius for each point (this will make the algorithm adapt to different point densities in the cloud). true m 3 1.000000000000000 0.010000000000000 0.040000000000000 Sphere radius that is to be used for determining the k-nearest neighbors used for triangulating (GP3). Guidelines: 4 times the voxel size, 0.025 for voxel=0. true 1 0.100000000000000 100.000000000000000 1.000000000000000 2.500000000000000 Poisson Surface Reconstruction false false Depth. Increasing the depth increase the output mesh size but it would be more precise (also longer to compute). true Samples per node. Set the minimum number of sample points that should fall within an octree node as the octree construction is adapted to sampling density. Note for noise-free samples, small values in the range [1.0 - 5.0] can be used. For more noisy samples, larger values in the range [15.0 - 20.0] may be needed to provide a smoother, noise-reduced, reconstruction. true 1 Manifold flag. Enabling this flag tells the reconstructor to add the polygon barycenter when triangulating polygons with more than three vertices. true 1 0.100000000000000 30.000000000000000 1 1.000000000000000 2.000000000000000 Point weight. true Min depth. true 1 Iso divide. Set the depth at which a block iso-surface extractor should be used to extract the iso-surface note Using this parameter helps reduce the memory overhead at the cost of a small increase in extraction time. (In practice, we have found that for reconstructions of depth 9 or higher a subdivide depth of 7 or 8 can greatly reduce the memory usage.) true Solver divide. Set the the depth at which a block Gauss-Seidel solver is used to solve the Laplacian equation. Note that using this parameter helps reduce the memory overhead at the cost of a small increase in reconstruction time. (In practice, we have found that for reconstructions of depth 9 or higher a subdivide depth of 7 or 8 can greatly reduce the memory usage.) true Scale. Set the ratio between the diameter of the cube used for reconstruction and the diameter of the samples' bounding cube. true 1 Output polygons flag. Enabling this flag tells the reconstructor to output a polygon mesh (rather than triangulating of the results of Marching Cubes). Disabled when exporting to file, if mesh decimation is set or when texturing. true 1 0.100000000000000 1 CPU-TSDF Reconstruction <html><head/><body><p><a href="https://github.com/sdmiller/cpu_tsdf"><span style=" text-decoration: underline; color:#0000ff;">https://github.com/sdmiller/cpu_tsdf</span></a></p></body></html> true true m 1 0.100000000000000 9999.000000000000000 1.000000000000000 12.000000000000000 Volume size. true m 3 0.001000000000000 99.000000000000000 0.010000000000000 0.010000000000000 Resolution. true m 2 0.000000000000000 1.000000000000000 0.010000000000000 0.030000000000000 Depth truncation positive limit. Maximum distance a voxel will be set to positive. true m 2 0.000000000000000 1.000000000000000 0.010000000000000 0.030000000000000 Depth truncation negative limit. Maximum distance a voxel will be set to negative. true 1 99 Set the number of random samples per surface point the octree should split on. If you don't know what this does, it's almost certainly best to leave it at 1. true 1 0.000000000000000 99.000000000000000 0.500000000000000 0.000000000000000 Minimum weight of a voxel to be added in the mesh. true m 4 0.000000000000000 9.000000000000000 0.005000000000000 0.005000000000000 Flatten radius (0=disabled). true Organized Meshing Triangle size true Quad true true deg 0 1.000000000000000 99.000000000000000 15.000000000000000 Angle tolerance true pix 1 99 Qt::Vertical 20 0 Qt::Vertical 0 0 Qt::Vertical 20 0 Qt::Vertical 20 0 Qt::Horizontal QDialogButtonBox::Cancel|QDialogButtonBox::Ok|QDialogButtonBox::RestoreDefaults|QDialogButtonBox::Save buttonBox accepted() ExportCloudsDialog accept() 248 254 157 274 buttonBox rejected() ExportCloudsDialog reject() 316 260 286 274