@jonstephens85@monoganog@HasnainVohra3 Yes. The Partikle approach is to provide each separately. There’s a 3D mesh. There’s a list of planes. And there’s a 2D map.
Other than “better scan quality” what are you looking for in 3D scanning?
Huge scenes? Very high resolution? App integration? Industry-specific use cases? An SDK to build your own scanning apps? Android support? Drone support?
@HasnainVohra3 Yes, always open to fresh perspectives. Segmenting / moving furniture sounds fun just on the face of it! It's narrowing down the commercial potential that dictates features.
@HasnainVohra3 Does the submeshing need to be by object? (Chair, table, wall) What if there was one sub-mesh per square meter (or whatever)? That’s very easy to export and frustum cull.
@HasnainVohra3 Interesting.
Partikle only draws a mesh for the active view frustum. I’d expect Unity/Unreal to also break a large static (word) mesh into blocks for frustum culling; is that not the case?
So you want to break a large scene into submeshes at export time?
@monoganog@HasnainVohra3 If I understand, you want the planes a) smoothed to be “truly flat” AND b) decimated (big reduction in poly count)?
Decimation / poly reduction is on our roadmap.
We support plane smoothing, but disabled it for lack of use cases. Might consider bringing it back as an option.
@monoganog@HasnainVohra3 Partikle can do this, but it looks weird in practice. How would you use it?
The hard part is knowing what to do with, say, a book case or plants against a wall. Delete them? Flatten them? Fill in the missing space? Is the end goal a 2D floor plan, or a 3D color scan?