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yashpatel5400 avatar yashpatel5400 commented on April 23, 2024

Hey @Kjos -- great question! We support several binary output formats from the pipeline (see source/mesh_stream/ConvertToBinary.cpp for a full list).

The workflow we ended up using most often (documented here: https://facebook.github.io/facebook360_dep/docs/workflow) is producing .vtx, .idx, and .bc7 binaries, which we then stripe into aggregated binary files for consumption by the viewers. If you were looking to use this typical workflow, we recommend running the UI, since it is structured with that workflow in mind.

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Kjos avatar Kjos commented on April 23, 2024

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aparrapo avatar aparrapo commented on April 23, 2024

@Kjos we can also generate RGBD outputs as top-bottom representations, like this:
rgbd

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Kjos avatar Kjos commented on April 23, 2024

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aparrapo avatar aparrapo commented on April 23, 2024

We chose the top-bottom format for RGBD frames because we saw a handful of existing players that were using it.
The depth is single channel because it only contains distance information. It could be embedded as the alpha channel of an RGBA if the player expects that.
We can also generate depthmaps in pfm format to keep floating point precision.

So, the bottom line is that we can generate a lot of different formats, and the code can be easily extended to support others too.

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Kjos avatar Kjos commented on April 23, 2024

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aparrapo avatar aparrapo commented on April 23, 2024

Sorry about the confusion. You can save the depth as PFM and you get 32bit floating point accuracy, and no precision is lost.

The depth is stored as a disparity map = 1 / depth, so non linear in depth space.

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