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  • replied
    Awesome work phoboz, this is really cool!

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  • replied
    Dynamic Point Cloud, animating 500x200 grid (100000 points) at 68FPS!


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  • replied
    For those using 0.5
    I just fixed a serious issue causing crashes when rebuilding or importing clouds. I advise you to re-download the updated pack to avoid such unpleasant scenario

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  • replied
    Originally posted by Lands Unknown View Post
    After experimenting with different point cloud programs I think there's a difference in how CloudCompare converts file formats. Converting from .ply or .e57 to .txt causes a problem, converting from .ply or .e57 to .xyz doesn't. Convert from .xyz to .txt or vice versa and the file imports perfectly fine though.
    Could you send me a small sample from the PLY/e57 -> TXT export, that causes a problem? Thanks!

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  • replied
    Originally posted by phoboz View Post

    There should be absolutely NO difference between TXT and XYZ, the only place where it's checked is whether to accept the import dialog request.
    Would you be willing to provide me with the source point cloud (or at least the section which caues the crash) for debugging?
    After experimenting with different point cloud programs I think there's a difference in how CloudCompare converts file formats. Converting from .ply or .e57 to .txt causes a problem, converting from .ply or .e57 to .xyz doesn't. Convert from .xyz to .txt or vice versa and the file imports perfectly fine though.

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  • replied
    Click image for larger version

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    UE 4.21 is now supported by v0.5ea!

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  • replied
    phoboz Excellent, thanks!

    One pointcloud today wouldn't import, first try it crashed. After that it ran out of VRAM but that's alright. Maybe the log is useful for you:

    Access violation - code c0000005 (first/second chance not available)

    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_PointCloudRuntime!FPointCloudSceneProxy::FPointCloudSceneProxy() [c:\users\michal\downloads\pointcloudplugin\hostproject\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudcomponent.cpp:21]
    UE4Editor_PointCloudRuntime!UPointCloudComponent::CreateSceneProxy() [c:\users\michal\downloads\pointcloudplugin\hostproject\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudcomponent.cpp:130]
    UE4Editor_Renderer
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_PointCloudRuntime!APointCloudActor::PostEditChangeProperty() [c:\users\michal\downloads\pointcloudplugin\hostproject\plugins\pointcloudplugin\source\pointcloudruntime\private\pointcloudactor.cpp:103]
    UE4Editor_Engine
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_LevelEditor
    UE4Editor_LevelEditor
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_Slate
    UE4Editor_ApplicationCore
    UE4Editor_ApplicationCore
    UE4Editor_ApplicationCore
    UE4Editor_ApplicationCore
    user32
    user32
    UE4Editor_ApplicationCore
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    kernel32
    ntdll

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  • replied
    Janitorus To calculate how much of the point cloud you can pack in your GPU, use the breakdown below:

    As Points
    Full Precision: 20 bytes
    Half Precision: 12 bytes

    As Sprites
    Full Precision: 88 bytes
    Half Precision: 56 bytes

    Values are per point. Current visibility of the point does not impact this, as 0.4 kept the rendering resources pre-allocated in the VRAM.

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  • replied
    Oh right! Sorry about that, I was reading 0.5 notes while I'm using version 0.4.2 of the plugin with a GTX 1080.

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  • replied
    Originally posted by Janitorus View Post
    I have attached the first few lines as shown through Cyclone importer. Not sure what other editor you'd recommend for opening a large .txt file, they all say the file is too large. It's a 11.2GB file and I've also got a 2.5GB reduced version (80m points), which imports fine. It was probably the point count limit that was reached and crashed it?

    Also sometimes when I switch over to sprites, parts of the cloud gets cut off. I'm assuming this is because of current limitations:

    CURRENT LIMITATION: For the time being, the maximum sizes per point cloud object are: Sprites: 33,554,430 Sprites LP: 67,108,860 Points: 134,217,720 Points LP: 268,435,440

    We will keep a close eye on this!
    Thanks, I'll have a look

    This limitation only applies to v0.5, in 0.4 the limit is dictated by the VRAM of your GPU.

    ​​​​

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  • replied
    I have attached the first few lines as shown through Cyclone importer. Not sure what other editor you'd recommend for opening a large .txt file, they all say the file is too large. It's a 11.2GB file and I've also got a 2.5GB reduced version (80m points), which imports fine. It was probably the point count limit that was reached and crashed it?

    Also sometimes when I switch over to sprites, parts of the cloud gets cut off. I'm assuming this is because of current limitations:

    CURRENT LIMITATION: For the time being, the maximum sizes per point cloud object are: Sprites: 33,554,430 Sprites LP: 67,108,860 Points: 134,217,720 Points LP: 268,435,440

    We will keep a close eye on this!
    Last edited by Janitorus; 10-10-2018, 03:30 AM.

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  • replied
    Originally posted by Janitorus View Post
    When I try to import a bigger (12gb) pointcloud, the engine crashes without error message.
    It should load correctly, assuming the source file is not corrupted. The largest I've loaded was nearly 30GB. Keep in mind you may need a LOT of system RAM to keep that much data in.

    Originally posted by Janitorus View Post
    (except for: You do not have any debugging symbols required to display the callstack for this crash)
    That message means you haven't installed the debugging components for this version of the engine.

    Originally posted by Janitorus View Post
    It's a .PTS export from Register360, renamed to .TXT. Two other pointclouds work fine, so I'll fiddle around some more. Any tips are appreciated though.
    Could you send me first several lines from the file, including header (if any)? This may help me identify if there are any formatting issues.

    Originally posted by Janitorus View Post
    I'm hoping this plugin will become better and better and give us smooth results in VR with large pointclouds.
    That's definitely the idea!

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  • replied
    Cool plugin, works quite well so far and the results in VR are good as well. When I try to import a bigger (12gb) pointcloud, the engine crashes without error message. (except for: You do not have any debugging symbols required to display the callstack for this crash)

    It's a .PTS export from Register360, renamed to .TXT. Two other pointclouds work fine, so I'll fiddle around some more. Any tips are appreciated though. Perhaps the 0.5 release with 4.20 will resolve this.

    I'm hoping this plugin will become better and better and give us smooth results in VR with large pointclouds. We've got some great surveying laserscanner data that we'd like to work with.

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  • replied
    Latest improvements in runtime operations allow for blueprint-driven, dynamic generation, injection, modification and removal of points.
    Highly experimental - performance still very much sub-optimal at this point. 980Ti and 5960x@4.0 animate these 6000 points at ~55FPS

    Leave a comment:


  • replied
    wickerman123

    The issue related to crashing when re-scaling a visible cloud should now be resolved

    Leave a comment:

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