A Account – A user profile containing your email, billing information, profile picture, and EF EVE™ Subscription information. Asset – Volumetric Video or 3D model uploaded to EF EVE™ Platform B C Calibration – Adjustment of depth cameras…??? Capture stage – An area where your volumetric video is recorded Client…
Account – A user profile containing your email, billing information, profile picture, and EF EVE™ Subscription information.
Asset – Volumetric Video or 3D model uploaded to EF EVE™ Platform
Calibration – Adjustment of depth cameras…???
Capture stage – An area where your volumetric video is recorded
Client – Computer, connected to the Computer Network, obeying to the Server computer.
Computer network (LAN) – is a computer network that interconnects computers that you want to use for capturing volumetric video. On EF EVE™ needs to be used if you want to make a volumetric video with more than two depth cameras (as one computer is only capable to run 2 depth cameras).
Decimation – the process of reducing the amount of data. Usually used for Pointcloud Decimation (reduces the number of points that will stay in the pointcloud). Or for Mesh Decimation (reduces the number of triangle corners (vertexes) in the mesh).
Depth – the distance from the most prominent parts of the surface to the least prominent parts of the object’s surface.
Export – converting the volumetric video file format into another. EF EVE™ supported formats are: .eve, .obj, .ply, .obj.gltf, .ply.gltf
Firmware – a specific class of computer software that provides the low-level control for the device’s specific hardware. Firmware has to be updated from time to time. You can find Azure Kinect Firmware update instructions here For Intel Realsense, the latest firmware updates are here.
Frame – one of the many still images which compose the complete moving picture. This means that a volumetric video frame is one of many 3D scans that create the whole volumetric video.
Frame rate – the frequency at which Frames in a volumetric video are displayed.
Marker – a physical object which is programmed in the software for cameras to recognize a place in space, used for depth camera calibration
Master Camera – a depth camera which initiates the work of all other cameras. All the other cameras basically copy what the master camera does.
Material – the programmatic data that you apply on your asset (volumetric video or 3D scan) which affects color, glossiness, opacity or softness of the object’s surface
Mesh – a programmatically applied surface which is made by filling the gaps between pointcloud points by connecting them with each other.
Normals – lines in the middle of a plane surface of an object, showing exactly where the surface is directed at. Usually the normals are only programmatic and not shown on a volumetric video.
Octree – rendering technique that generates and processes only the points (sparse voxels) which are visible, or might be visible, regarding the resolution and size of the screen. It helps to save computing power, as instead of rendering the full volumetric video, it only renders the visible parts regarding how much you zoom in or out.
Planar – non-flat surfaces in the generated mesh. The less planar weight you select, the less accuracy your mesh will have. However, if you have more planar weight, you will need more computing power to render your mesh.
Point Limit – the number of points in the pointcloud that need to be rendered.
Pointcloud – a set of data points in space.
Render – an operation by which computer processes information from a coded data source and uses that information to produce and display a volumetric video.
Resolution – the quality of color and depth data that you get from the depth camera.
Server (in a computer network) – the computer that has the master camera connected and controls the other (client) computers.
Synchronization cable – an audio cable used for synchronizing cameras work.
Slave Camera – depth camera that acts by demand of master camera. There’s only one master camera in volumetric capture. All other depth cameras are slave cameras.
Texture – appearance, or consistency of a surface or a substance captured in volumetric video or a 3D model
Timeline – a commonly used interface found in most video editing programs. This interface enables you to lay a volumetric video project out in a linear fashion horizontally across a monitor. You can also trim the frames and edit their position in the timeline.
Toggle sensors – the ability to switch between depth cameras and see the exact part of the volumetric video that was captured by that camera. Used in EF EVE™ Creator
Topology – the study of geometrical properties and spatial relations unaffected by the continuous change of shape or size of figures
Volumetric capture – is a technique used to film footage in three dimensions for viewing in a virtual or mixed reality headset or on web platform.
Volumetric video – a technique that captures a three-dimensional space, such as a location or performance. This type of volumography acquires data that can be viewed on flat screens as well as using 3D displays and VR goggles.
Voxel – value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (coordinates) explicitly encoded with their values. Instead, rendering systems can infer the position of a voxel based upon its position relative to other voxels.
Watertight Mesh – a programmatically applied surface which is made by filling the gaps between pointcloud points by connecting them with each other. However, unlike a simple mesh, it also generates the surface in the places where there is no data, by using the nearest pointcloud points color data.