bevr-nz.bsky.social
@bevr-nz.bsky.social
Played around with generating UVs, and re-exporting the polygonal mesh for baking light with Cycles in blender. Also want to see how well LuxCore supports baking.
January 13, 2025 at 8:32 PM
Ported greedy meshing over from C++ to Rust.. this was a challenge to make fit. My programming world view is based around a dangerous, unsafe, 'just reach into memory and mess with it, bro' mental model that seems like the antithesis of the one rust requires me to employ.
January 13, 2025 at 8:32 PM
Adding more features to my @luxonis DepthAI integration into @godotengine. Here is on-device MobileNet identifying objects, along with RGB pointcloud projection, and sparse corner-points tracked with optical flow. Lots of UI switches to implement :/
January 13, 2025 at 8:32 PM
Nostalgia? Sure sign of a misspent youth? Irrational exuberance? All of the above? So many questions.
January 13, 2025 at 8:31 PM
Judging by the long DHL tracking report, they had a wild ride on their way here to NZ, but the DepthAI Lite and DepthAI 4-camera FFC board arrived today. Keen to see how this little camera runs with my depth capture experiments. Thanks @Luxonis - you are the best!
January 13, 2025 at 8:31 PM
Adding GLTF mesh load support, in addition to the older OpenGEX format I was using. Animation support is always the tricky bit, but hopefully all the pain I went through to load animated OpenGEX models will make life easier now.
January 13, 2025 at 8:31 PM
Started doing some more work on my experimental Vulkan engine after a long hiatus. Debugging cubemaps for reflection/environment maps, and writing some supporting code for getting live, voxelised pointclouds into the engine with a @Luxonis DepthAI camera.
January 13, 2025 at 8:31 PM
Finally found some motivation/time to start playing around with computer vision / tracking again.. with my coffee-table buddy the @Luxonis OAK-D
January 13, 2025 at 8:31 PM
Its weird to have feelings for a GPU, but this one got me a long way down the long road of graphics/VR development, Sadly, the magic smoke escaped, but at least it died doing what it loved, rendering triangles.
January 13, 2025 at 8:31 PM
This backpack HP VR workstation is, as the kids say, pretty rad.
January 13, 2025 at 8:30 PM
More progress towards good performance.. Still a lot of work to do, but nice to know there is no reason this stuff can't run well on Linux.
January 13, 2025 at 8:30 PM
Got reprojection of a regular grid for mesh construction happening, and made a basic overlay displaying the distortion grid in preparation for an editing interface to tweak the mesh.
January 13, 2025 at 8:29 PM
Resurrected my 3D printer, and made a mount to hold the camera in place. Does a much better job of getting a stable image of the entire field of view through the HMD lens
January 13, 2025 at 8:29 PM
My improvised camera mount is not good. I'm going to 3D-print something more suitable, but just holding the camera in front of the lens with my (shaking, coffee-addicted) hand, I think this is probably going to work. @OpenHMD
January 13, 2025 at 8:29 PM
My optical laboratory workbench is the ottoman in my lounge. Found a light-fitting with a diameter than matches the HMD lens-housing and which will place my calibrated fisheye camera roughly at eye distance, just need some duct tape and we'll see what happens.
January 13, 2025 at 8:29 PM
Here I go down yet another VR-related rabbit-hole. I bought a cheap fisheye usb camera off aliexpress, and started writing some @opencvlibrary code so i can calibrate the camera, image a test-pattern through the lens, and generate a warp mesh to reverse the lens distortion.
January 13, 2025 at 8:29 PM
Writing some tools to make @OpenHMD distortion easier to visualise, as well as enable more efficient mesh-based distortion vs a per-pixel calculation in the fragment shader for my apps.
January 13, 2025 at 8:29 PM
Got my Vulkan engine running on OS X again. Still running against the old non-free version of MoltenVK here, hence the watermark.
January 13, 2025 at 8:29 PM
Threw a few random furniture assets i scavenged off the internet into the scene, just to see how the auto-walls are going to look in a real scene
January 13, 2025 at 8:28 PM
Started on doors.. bit trickier than the walls but also the biggest timesaver.
January 13, 2025 at 8:28 PM
Almost done with the trim on the top and bottom of the walls. they are a small feature, but walls always look so much more 'real' with them there to give you a sense of scale.
January 13, 2025 at 8:28 PM
Started on adding trim to the top and bottom trim of walls.
January 13, 2025 at 8:28 PM
Blenders new(ish) Denoiser is very nice.. only 256 samples used in these renders, so obvious problems remain, but so much easier on the eye when you don't have all day to render.
January 13, 2025 at 8:28 PM
Fixed the generator producing wrong face normals in some cases. Lightmapping is nice and clean with no manual fixups required now.
January 13, 2025 at 8:28 PM
found some time today to add caps to 'end' wall sections
January 13, 2025 at 8:28 PM