3D modeling
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Epic Games is quickly becoming a more dominant force in gaming infrastructure M&A after a string of recent purchases made to bulk up their Unreal Engine developer suite. Today, the company announced that they’ve brought on the team from photogrammetry studio Capturing Reality to help the company improve how it handles 3D scans of environments and objects.
Terms of the deal weren’t disclosed.
Photogrammetry involves stitching together multiple photos or laser scans to create 3D models of objects that can subsequently be exported as singular files. As the computer vision techniques have evolved to minimize manual fine-tuning and adjustments, designers have been beginning to lean more heavily on photogrammetry to import real-world environments into their games.
Using photogrammetry can help studio developers create photorealistic assets in a fraction of the time it would take to create a similar 3D asset from scratch. It can be used to quickly create 3D assets of everything from an item of clothing, to a car, to a mountain. Anything that exists in 3D space can be captured and as game consoles and GPUs grow more capable in terms of output, the level of detail that can be rendered increases as does the need to utilize more detailed 3D assets.
The Bratislava-based studio will continue operating independently even as its capabilities are integrated into Unreal. Epic announced some reductions to the pricing rates for Capturing Reality’s services, dropping the price of a perpetual license fee from nearly $18,000 to $3,750. In FAQs on the studio’s site, the company notes that they will continue to support nongaming use clients moving forward.
In 2019, Epic Games acquired Quixel, which hosted a library of photogrammetry “megascans” that developers could access.
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DroneDeploy, a cloud software company that uses drone footage to help industries like agriculture, oil and gas and construction get a bird’s-eye view of a site to build a 3D picture, announced a new initiative today that combines drone photos with cameras on the ground or even ground robots from a company like Boston Dynamics for what it is calling a 360 Walkthrough.
Up until today’s announcement, DroneDeploy could use drone footage from any drone to get a picture of what a site looked like outside, uploading those photos and stitching them together into a 3D model that is accurate within an inch, according to DroneDeploy CEO Mike Winn.
Winn says that while there is great value in getting this type of view of the outside of a job site, customers were hungry for a total picture that included inside and out, and the platform which is simply processing photos transmitted from drones could be adapted fairly easily to accommodate photos coming from cameras on other devices.
“Our customers are also looking to get data from the interiors, and they’re looking for one digital twin, one digital reconstruction of their entire site to understand what’s going on to share across their company with the safety team and with executives that this is the status of the job site today,” Winn explained.
He adds that this is even more important during COVID when access to job sites has been limited, making it even more important to understand the state of the site on a regular basis.
“They want fewer people on those job sites, only the essential workers doing the work. So for anyone who needs information about the site, if they can get that information from a desktop or the 3D model or a kind of street view of the job site, it can really help in this COVID environment, but it also makes it much more efficient,” Winn said.
He said that while companies could combine this capability with fixed cameras on the inside of a site, they don’t give the kind of coverage a ground robot could, and the Boston Dynamics robot is capable of moving around a rough job site with debris scattered around.
Image Credits: DroneDeploy
While Winn sees the use of the Boston Dynamics robot as more of an end goal, he says that more likely for the immediate future you will have a human walking through the job site with a camera to capture the footage to complete the inside-outside picture for the DroneDeploy software.
“All customers already want to adopt robots to collect this data, and you can imagine a Boston Dynamics robot [doing this], but that’s the end state of course. Today we’re supporting the human walk-through as well, a person with a 360 camera walking through the job site, probably doing it once a week to document the status of the job sites,” he said.
DroneDeploy launched in 2013 and has raised more than $100 million, according to Winn. He reports his company has over 5,000 customers, with drone flight time increasing by 2.5x YoY this year as more companies adopt drones as a way to cope with COVID.
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A system that uses a technique called constructive solid geometry (CSG) is allowing MIT researchers to deconstruct objects and turn them into 3D models, thereby allowing them to reverse-engineer complex things.
The system appeared in a paper entitled “InverseCSG: Automatic Conversion of 3D Models to CSG Trees” by Tao Du, Jeevana Priya Inala, Yewen Pu, Andrew Spielberg, Adriana Schulz, Daniela Rus, Armando Solar-Lezama, and Wojciech Matusik.
“At a high level, the problem is reverse engineering a triangle mesh into a simple tree. Ideally, if you want to customize an object, it would be best to have access to the original shapes — what their dimensions are and how they’re combined. But once you combine everything into a triangle mesh, you have nothing but a list of triangles to work with, and that information is lost,” said Tao Du to 3DPrintingIndustry. “Once we recover the metadata, it’s easier for other people to modify designs.”
The process cuts objects into simple solids that can then be added together to create complex objects. Because 3D scanning is imperfect, the creation of mesh models of various objects rarely leads to a perfect copy of the original. Using this technique, individual parts are cut away, analyzed and reassembled, allowing for a more precise scan.
“Further, we demonstrated the robustness of our algorithm by solving examples not describable by our grammar. Finally, since our method returns parameterized CSG programs, it provides a powerful means for end-users to edit and understand the structure of 3D meshes,” said Du.
The system detects primitive shapes and then modifies them. This allows it to recreate almost any object with far better accuracy than in previous versions of the software. It’s a surprisingly cool way to begin hacking hardware in order to understand it’s shape, volume and stability.
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3D Hubs, like MakeXYZ, was a community-based 3D printing service that let anyone with a printer sell their prints online. Founded in the heyday of the 3D printing revolution, the service let thousands of makers gather a little cash for making and mailing prints on their home 3D printers.
Now, however, the company has moved to a model in which its high-end partners will be manufacturing plastic, metal, and injection molded parts for customers willing to pay extra for a professional print.
“Indeed, more focus on high end printers run by professional companies,” said founder Brian Garret. “So a smaller pool of manufacturing locations (still hundreds around the world), but with more control on standardized quality and repeatability. Our software takes care of the sourcing, so companies order with 3D Hubs directly.”
Not everyone is happy with the decision. 3DPrint.come editor Joris Peels saw the value in a solid, dedicated community of hobbyists in the 3D space. The decision to move away from hobbyist printers, wrote Peels, “has confused many.”
“The value of 3DHubs is in its community; the community gives it granular local presence and a barrier to entry. Now it is just like any 3D printing service upstart and will lose its community entirely. I’ve always liked 3DHubs, although I have been very skeptical of their Trends Report I like the company and what they’re doing. I liked the idealism coupled with business,” he wrote.
The community, for its part, is angry.
A big F you to @3DHubs today! Switching over from “Locally sourced 3D prints” to the “Closed manufacturing program” basically… This was a big reason for me to own a 3d printer… now it’s all gone!
— 2lol555 (@2lol555) September 12, 2018
Why? Don’t you plan on screwing over the 3d printing community due to greed?
— MikByte (@viperz28) September 12, 2018
Sad news! @3DHubs is closing normal hubs (non Manufacturing Partners/Fulfilled by 3D Hubs). I’ve been pushing for months to get into the Fulfilled by 3D Hubs program, hope they give me one last change to join
pic.twitter.com/R6W51rLEeH
— Diego Trapero (@diegotrap) September 12, 2018
The move will happen on October 1 when all prints will be completed by Fulfilled by 3D Hubs partners, dedicated merchants who will offer “source parts for larger, high value engineering projects.” The company wrote that during the early hobbyist days the “platform at that time was very much free-form, with the goal of serving as many, mostly one-off, custom maker projects as possible.”
This slow movement from hobbyist 3D printing to professional parts manufacturer is not surprising or unexpected, but it is jarring. The 3D printing community is small, vociferous, and dedicated to the technology. In the early days, when 3D printers were rare, it was tempting to buy a mid-price printer and become a small, one-person shop online. Now, with the availability of commodity printers that cost less than some paper printers, the novelty and utility of a low-resolution print has fallen considerably.
3D printing never fulfilled its promise in the home and small office. A one-off print can save some of us a trip to the machine shop or music store but in practice home 3D printing has been a bust.
Like most open source technologies that went commercial, the dedicated zealots will complain and the established players will pivot into profitability. It ruffles feathers, to be sure, but that’s how these things work. To paraphrase the White Stripes, “Well, you’re in your little room and you’re printing something good/ But if it’s really good, you’re gonna need a bigger room/ And when you’re in the bigger room, you might not know what to do/ You might have to think of how you got started sitting in your little room.”
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Making the character models you see in games is a very involved process, and as a few recent titles have shown, the faces especially are hard as hell to do right. The folks behind Epic’s Unreal Engine, which powers more than a few of those games, have kindly offered a ‘photorealistic character sample’ — a Rob Lowe-looking dude who looks almost real enough to touch. Almost. Read More
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