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Point Cloud Optimization

Open v4r4rth opened this issue 1 year ago • 2 comments

Hi - I decided to move the issues to a new thread as the last one was mostly just me figuring out how to play with your nodes! I did manage to improve the quality of the splat by refining some parameters but the point cloud itself is not optimised for marching tetrahedrons - below I show the splat, along with the point cloud and generated mesh (without texture) -

image

My question is, can we find a way to remove the points which are not contributing to the RGB values? Specifically, can we eliminate the Alpha value points from the cloud?

I also came across and implemented this project, SuGaR (check this issue) which also suggests a method to extract textures and meshes from Gaussian Splatting which is very efficient (tested on provided and my own datasets) - I do hope you take a look once because it did work very well at extracting meshes from gaussian splats :) - The UV Maps were bad, but still, the quality was decent.

v4r4rth avatar Feb 08 '24 05:02 v4r4rth

I ran into the same issue - my janky approach to solving was to add a remove background node (https://github.com/Jcd1230/rembg-comfyui-node) after the Zero123 image generation step. Then in the gaussian splatting workflow the image masks will actually be populated and the black background will not contribute to the splats.

watsieboi avatar Feb 08 '24 19:02 watsieboi

Thanks for the effort friend, I am aware of SuGaR, and will definitely take a closer look at their method. I also adopted a better 3DGS to Mesh Conversion Algorithm in yesterday's update, it use nerf to fit 3DGS and then using marching cube to produce mesh & texture by fitting the nerf, and it works much better & faster, feel free to give a try

MrForExample avatar Feb 09 '24 11:02 MrForExample