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lowgametry

Turn a handful of photos of an object into a low-poly 3D model you can drop straight into a game or Blender.

The site is just the interface. All the heavy lifting, the actual reconstruction, runs on the Windows engine that you download and run yourself. Your photos are read by that engine on your own machine and never leave it. No upload.

What the engine does with your photos, step by step:

  1. COLMAP works out where each photo was taken (structure-from-motion).
  2. OpenMVS turns that into a dense point cloud, then a mesh, then a texture.
  3. The mesh gets decimated and auto-retopo'd down to low poly, and the detail is baked back into the texture.
  4. You get a .glb to spin in the browser and download as .glb or .obj.

The browser and the engine only ever talk over 127.0.0.1. The site finds the engine on its own; if it isn't running, the site still opens and just works as a showcase until you launch it.

How to use it

  1. Download and run the engine, then hit Turn engine on.
  2. Open the site. Drop 20-60 photos of your object (or a video, it splits into frames for you).
  3. Reorder / trim the shots in the organizer, pick a mode and quality, and hit generate.
  4. Watch the progress, then spin the result around in the viewer and download the .glb or .obj (with textures).

Photos matter far more than settings. There's a short capture guide.

The one-liner is: walk around the object in small steps with ~70% overlap, keep the light steady, and avoid shiny or featureless surfaces.

Two modes

  • Low poly: 300 to 3000 faces, tiny textures (128-512px), nearest-neighbour filtering, a crunched 32-colour palette with dithering and flat shading.
  • Normal photogrammetry: 8k to 60k faces, big textures (1k-4k) and normal maps, for when you want the faithful scan instead. but then you can just use meshroom or something else.

Stack

  • web/: React, Vite, Tailwind, three.js (@react-three/fiber + drei). Static, deploys to GitHub Pages.
  • engine/: the Go side. An HTTP server on 127.0.0.1:8757, a native Windows tray window, and the orchestrator that drives COLMAP → OpenMVS → Blender.
  • engine/ferramentas/: third-party binaries (COLMAP, OpenMVS, Blender) bundled into the release, not committed raw.

Hardware info

CPU by default so it runs on any Windows PC; it speeds up with CUDA/NVIDIA when it's there.

I been running on windows, on a ryzen 7 5700G with 16gb ram. Its been working fine.

If anyone actually runs this on their pc i'd love to know how it worked out.

In development. The real pipeline (COLMAP → OpenMVS → Blender) runs end to end and the engine has its tray window. What's left is publishing the site and cutting the first engine release.

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Turn photos into low-poly 3D models. Local photogrammetry.

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