1. Home
  2. EF EVE™ Creator
  3. Features
  4. Creator Features: Post-Processing and Rendering

Creator Features: Post-Processing and Rendering

POST-PROCESSING TAB In this section you can select the parameters of how you want to export your files. These changes will affect the end product of your volumetric video. Pointcloud Decimation Removes a part of points from the pointcloud to reduce a volumetric video file size. Use it if you…

POST-PROCESSING TAB

In this section you can select the parameters of how you want to export your files. These changes will affect the end product of your volumetric video.

Volumetric video post processing on EF EVE Creator
Post-Processing your volumetric video

Pointcloud Decimation

Removes a part of points from the pointcloud to reduce a volumetric video file size.
Use it if you are not planning to generate mesh. If you want to generate mesh and reduce the file size, use Mesh Decimation feature.

Pointcloud decimation on EF EVE Creator
Pointcloud decimation for volumetric video
  • Percentage – What percentage of the point cloud should be left. 99 means that 1% of the pointcloud will be left. 10 means that 90% of the pointcloud will be left.
  • Max points – How many points should be left in the point cloud.

Generate Watertight Mesh

This feature will create a closed surface of your volumetric video. It will programmatically close all the pointcloud gaps, filling it with the nearest colors on your video. Default settings will be selected for you, but you can customize it:

Generate watertight mesh on EF EVE Creator
Generate watertight mesh of your volumetric video
  • Normal Neighbours – This value specifies how many neighbouring points should be taken to evaluate the normal value of every point. Usually 100 should work well, but in some cases values as low as 10 will produce better results, and in other cases values as high as 1000 might be needed. There’s a known issue where with certain values, the normals are facing the wrong direction, so try to experiment with this value to find what works best.
  • Smooth Iterations – How many smoothing operations should be performed when generating the normals. If this value is 1 then it will take twice as long to generate, with 2 it will take thrice as long. Recommended value is either 0 or 1.
  • Reconst. Depth – This value determines how detailed the generated mesh will be. The amount of detail is determined by this number n such that the produced model will have at most 2^n*2^n*2^n cube worth of triangles. If the given cube is bigger than the number of points in the recording then it will make it as detailed as possible. For faster performance, recommended values are between 8-10, for best quality – 11 or 12.
  • Octree Depth – This integer depcifies the depth beyond depth the octree will be adapted. At coraser depths, the octree will be complete. The bigger this number is, the smoother long connected parts will look, but also it will take exponentially longer to generate. Looks decent even at values as low as 1. Recommended value: 2-6
  • Gradients Depth –  This integer is the depth up to which a conjugate-dradients solver will be used to solve the linear system. Beyond this depth Gauss-Seidel relaxation will be used. Effects difficult to notice. Recommended value: 0
  • Interp. Weight –  This value specifies the importance of interpolation of the point samples given in the formulation of the screened Poisson equation. The higher this number is, the more detailed/rough the result will be. At value 0 it is as smooth as possible. Recommended value: 2-4
  • Gauss-Seidel Relax. –  This value specifies the number of Gauss-Seidel relaxations to be performed at each level of the hierarchy. Recommended value: 2-8
  • Scale Factor –  This value specifies the ration between the diameter of the cube used for reconstruction and the diameter of the samples’ bounding cube. Bigger values than 1 create a cubized rough effect. Lower values than 1 cut off parts of the mesh. Recommended value: 1-1.1
  • Min. Sample Count –  This value specifies the minimum number of sample points that should fall within an octree node as the octree construction is adapted to sampling density. For noise-free recordings recommended value: 1-5. For more noisy samples, larger values in the range 15-20 may be needed to provide a smoother, noise-reduced, reconstruction.

Generate Mesh

Connects pointcloud points and creates surface between them.

Generate mesh for your volumetric video
  • Minimum distance – Minimum distance in millimeters for joining two vertices into a face.
  • Maximum distance – Maximum distance in millimeters for joining two vertices into a face.

Mesh Decimation

If you want to export your volumetric video to the EF EVE™ Platform, this feature is very useful as it reduces the size of your file. This way such file can be viewed on many more devices. 
Use it if you are generating a mesh. If not, use the Pointcloud Decimation.

Mesh decimation for volumetric video
Apply volumetric video mesh decimation
  • Number of Faces – How many faces should be left after decimation
  • Percentage –  What percentage of faces should remain after decimation. 90% means that 10% of the mesh will be removed.
  • Quality Threshold –  Quality threshold for penalizing bad shaled faces. This value is from 0 to 1. 0 Accepts any kind of face, 0.5 penalize faces with quality. Recommended value: 0-0.5
  • Preserve Boundary –  The simplification process tires to not affect mesh boundaries.
  • Boundary Weight –  The importance of the boundary during simplificatin. Values greater than 1 raise boundary importance and has the effect of removing less vertices on the border.
  • Optimal Placement –  Each collapsed vertex is places in the position minimizing the quadric error. It can fail (creating bad spikes) in case of very flat areas. If disabled edges are collapsed onto one of the two original vertices and the final mesh is composed by a subset of the original values.
  • Preserve Normal –  Try to avoid face flipping effects and try to preserve the original orientation of the surface.
  • Preserve Topology –  Avoid all the collapses that should cause a topology to change in the mesh.
  • Planar Simplification –  Add additional simplification constraints that improves the quality of the simplification of the planar position of the mesh.
  • Planar Weight –  How much we should try to preserve the triangles in the planar regions. If you lower this value, planar areas will be simplified more.
  • Quality Weight –  Use the Per-Vertex quality as a weighting factor for the simplification. The weight is used as error amplification value, so a vertex with a high quality value will not be simplified anda portion of the mesh with low quality values will be aggressively simplfied

Combine Multiple Cameras

Select if you want to combine files from all depth cameras to one, or if you want to have separate files for separate cameras.

Multiple depth cameras combined on EF EVE Creator
Multiple depth cameras data combined for your volumetric video
  • Combine All – exports all depth camera files into one volumetric video file
  • Separate Cameras – exports different files from different depth cameras
    (4 cameras – 4 files).

Frame Rate (GLTF)

Select how many frames per second you want your volumetric video to play in the platform.
Use this feature only if you’re planning to upload to EF EVE™ Platform.

Volumetric video frame rate for exporting
Selecting the frame rate of your exported volumetric video

One frame render

Quickly creates one frame render for you to preview the settings that were applied for the video that you will export. This is very useful because usually it takes a few hours to export full volumetric video with all the applied post-processing settings.

Render

Rendering one frame takes only a few minutes, so if you don’t like something, you can change the setting and only then export the full video.

One frame render on EF EVE Creator
Real-time rendering one frame of volumetric video

Save Last Render

Saves your last one frame render into your computer.

Save last render on your computer
Save last render on your computer

Render tab

Your one frame render will appear in this tab. You can view your one frame render before you export your volumetric video to other platforms. 

Rendering volumetric video on EF EVE Creator
Volumetric video rendering

Check out the VFX filters

Updated on February 18, 2020

Was this article helpful?

Related Articles

Leave a Comment