Comments (7)
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 we can also generate RGBD outputs as top-bottom representations, like this:
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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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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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