Process Study
Photogrammetry Pipeline
An exploration of photogrammetry workflows, from image capture to game-ready assets.
Meshroom Workflow
I started by processing 120 images of a tree trunk through Meshroom's photogrammetry pipeline, learning the core steps of the process.
Pipeline Steps
1-2 hours total. DepthMap and Meshing were the most time-consuming steps, each taking about 30 minutes.
DepthMap computation seemed stuck. Fixed by adjusting parameters to lower values based on online research.
Image Capture Process
This is where I learned the most, honestly through messing up. I tried to capture a scooter, car, top hat, and a smurf figure. Most of them didn't work out.
What Went Wrong
- -Wrong format: iPhone saved as HEIC instead of JPG, requiring time-consuming conversion
- -Single position capture: Rotating the object from one spot produced nearly identical images with no angle variation
- -Insufficient feature points: Meshroom rejected images due to lack of variation for matching
Lessons Learned
- - Ensure correct image format before capturing
- - Pick static objects with clear, distinct features
- - Move around the object, don't just rotate it from one spot
- - Take varied angles, photogrammetry needs diversity
Mesh Cleaning & Retopology
Revisiting the tree trunk model, I focused on making it game-ready through cleanup in Blender and retopology in Instant Mesh.
Blender Cleanup
- - Used Lasso tool + X-ray view to isolate unwanted elements
- - Removed noise from pebbles and ground around base
- - Filled holes at the top using Fill tool
Instant Mesh Retopo
- - Set target vertex count to 3,000
- - Used Solve Orientation for cleaner edge flow
- - Ran Solve Position for accurate shape fitting
Poly Count Comparison
33M+
High-poly from Meshroom
Too heavy for real-time use
~3,000
After retopology
Game-ready with preserved shape
The Alchemy Lab Scene
I designed an atmospheric "Alchemy Lab" scene combining photogrammetry with shader-based visual effects.
Concept
A small exploration space where everyday scanned objects become mystical artifacts. Players can interact with objects to trigger shader effects, like clicking a flask to see liquid bubble, hovering over a potion to reveal a glow or particle effect.
Technical Focus
- - Shader effects for glowing liquids
- - Reflective glass materials
- - Particle effects for dust and magical sparks
- - Optimized for real-time performance
Goals
- - Portfolio piece for shader development
- - Immersive visuals with simple interaction
- - Demonstrate VFX in photogrammetry context
Key Takeaways
Preparation Matters
Camera settings, image format, and capture strategy should be planned before shooting.
Fail Fast, Learn Faster
The failed image captures taught more than the successful ones.
Pipeline Thinking
Understanding the full workflow from capture to game-ready asset is essential.