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[New Release] FM POINTS: Capture Point Cloud, Morph, Dynamic FX (iOS/Android/Mac/PC/WebGL/AR/VR)

Discussion in 'Assets and Asset Store' started by thelghome, Feb 15, 2020.

  1. Avedis

    Avedis

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    Hi there, I've got a couple issues. I'm running Unity 2021.3.9. The pixel size only works on the Brush settings, however the point cloud doesn't show on android devices. The android only shows the point cloud when using the Unlit FX render type, but again I can't adjust the pixel size. I've tried unchecking "Apply Distance" but no change. I'm using OpenGLES3 in player settings. I'm running Android S8 and google cardboard VR..
     

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  2. thelghome

    thelghome

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    Jul 23, 2016
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    OpenGL should be compatible with point size, which it's been verified it in Quest 2 VR headset.
    About pixel size, if you untick the "Apply Distance", the unit refers to 1 per pixel. (which usually set the value as around 1.0~2.0, depending on your screen resolution)
    When you applied Distance, the unit refers to 1 per meter. (which usually set the value as 0.001 or lower)
     
  3. Avedis

    Avedis

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    Hi there, thank you for the reply. It seems that the pixel size shows up on the android with unlit fx but not in the editor...which is fine, thank you!
     
    thelghome likes this.
  4. Avedis

    Avedis

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    My point clouds aren't very dense, not as dense as the base mesh. How do I control that?
     
  5. thelghome

    thelghome

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    You may only increase the size if your original point cloud is in low density.
    Otherwise:
    #1: If your point cloud data are converted from mesh in other software, please increase the sample rate.
    #2: If your point cloud data are captured by our asset in Unity, you may increase the sample rate and resolution in game view inspector during the capture.
     
  6. Avedis

    Avedis

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    Okay, thank you. I don't think I understood the sliders correctly, a lower SubSample rate results in higher captured points.
     
  7. thelghome

    thelghome

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    The overall sample rate is depending how many rays in pixels, which is relative to the resolution in Unity Game View.
    Subsample level is actually for reducing the final rays, which is the opposite of capture density. Sorry for the confusion.
     
  8. Murkes

    Murkes

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    Sep 2, 2021
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    I'm able to view my point cloud from my oculus headset but the issue is the fps is resting at 12 which is pretty ruff. What are some first steps into optimizing my point cloud whether that be lowering total points with cloud compare maybe or doing something with FM points in Unity. I tried using the reduce points option on the FMPC Manager during runtime but everytime I click capture the camera "scans" the object (point cloud prefab) and then says Captured Points: 0 and on step 2 Optimise (Not Ready: Empty Point).
     
  9. thelghome

    thelghome

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    If you've already had the ".ply" files, you could simply reduce the density in Cloud Compare.
    FMPCManager requires standard render pipeline for sampling the mesh points.

    Other tricks could be applied, like:
    1. level of details depending on distance
    2. split your point cloud data into chunks of small blocks, and only enable the visible groups in camera.
     
  10. Murkes

    Murkes

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    Awesome, thank you for getting back to me!
     
  11. tree_arb

    tree_arb

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    Dec 30, 2019
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    Can this support large files? For example if I take a large laz or las file with millions of points and convert it to .ply with cloud compare. Will I then be able to import and render it using URP?

    Am I reading correctly that you can render and URP but the mesh to point cloud would need to be converted in a standard render pipeline project, and then can you save the mesh and bring it into URP?

    Also this was listed in the description can you please explain what it means, "Point Size(Fast): Not supported in DX11/DX12"
     
  12. tree_arb

    tree_arb

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    Also... Is it creating one mesh and the rendering magic happens in the shader? Or are there multiple tiny objects?

    I'm wondering if its possible to interact with the points in a way where you can hit test against a section and check for point color etc
     
  13. thelghome

    thelghome

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    There is no limitation in large file, which is usually depending on your GPU ram.
    The "mesh to points" baking process requires standard pipeline, as it needs the camera depth map data directly.
    The baked data in ".ply" format could be rendered in URP.

    The DX11/12 is the Graphic APIs which you can change in build settings, the point size is one of variables in shader, which requires OpenGL or Metal Graphic APIs.
     
    tree_arb likes this.
  14. thelghome

    thelghome

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    We have brush mode rendering, which will generate one mesh with many triangles.
    In theory, you may create a mesh collider and find the UV point. We haven't done the exact test of getting point color, hopefully this info may help you make decision.
     
    tree_arb likes this.
  15. tree_arb

    tree_arb

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    Thanks the asset and demos look great I will definitely give it a run
     
    thelghome likes this.
  16. magglemitch

    magglemitch

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    Dec 8, 2013
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    I've purchased this asset for use in WebGL - however am unable to get it to change the point size. Is there anything specific I need to do to enable this?
     
  17. thelghome

    thelghome

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    We've created a test scene with Unity 2022.1.22f1 WebGL. It works fine in our build test, and you can try our dummy Unity project on your side. The temporary download link is included in our email reply.
     
    Last edited: Mar 6, 2023
  18. Estebanh182

    Estebanh182

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    Oct 27, 2019
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    I have a question: Can I use this plugin to visualize a PLY Point Cloud file on Android?
     
  19. thelghome

    thelghome

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    Jul 23, 2016
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    Yes, it’s compatible and cross-platforms supported.