LiDAR and RealityKit – Capture a Real World Texture for a Scanned Model

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Task

I would like to capture a real-world texture and apply it to a reconstructed mesh produced with a help of LiDAR scanner. I suppose that Projection-View-Model matrices should be used for that. A texture must be made from fixed Point-of-View, for example, from center of a room. However, it would be an ideal solution if we could apply an environmentTexturing data, collected as a cube-map texture in a scene.

enter image description here

Look at 3D Scanner App. It's a reference app allowing us to export a model with its texture.

I need to capture a texture with one iteration. I do not need to update it in a realtime. I realize that changing PoV leads to a wrong texture's perception, in other words, distortion of a texture. Also I realize that there's a dynamic tesselation in RealityKit and there's an automatic texture mipmapping (texture's resolution depends on a distance it captured from).

import RealityKit
import ARKit
import Metal
import ModelIO

class ViewController: UIViewController, ARSessionDelegate {
    
    @IBOutlet var arView: ARView!

    override func viewDidLoad() {
        super.viewDidLoad()

        arView.session.delegate = self
        arView.debugOptions.insert(.showSceneUnderstanding)

        let config = ARWorldTrackingConfiguration()
        config.sceneReconstruction = .mesh
        config.environmentTexturing = .automatic
        arView.session.run(config)
    }
}

Question

  • How to capture and apply a real world texture to a reconstructed 3D mesh?


2

There are 2 best solutions below

5
Andy Jazz On BEST ANSWER

Object Reconstruction

10 October 2023, Apple released iOS Reality Composer 1.6 app that is capable of capturing a real world model's mesh with texture in realtime using the LiDAR scanning process. But at the moment there's still no native programmatic API for that (but we are all looking forward to it).

Also, there's a methodology that allows developers to create textured models from series of shots.

Photogrammetry

Object Capture API, announced at WWDC 2021, provides developers with the long-awaited photogrammetry tool. At the output we get USDZ model with UV-mapped hi-rez texture. To implement Object Capture API you need macOS 12+ and Xcode 13+.

enter image description here

To create a USDZ model from a series of shots, submit all taken images to RealityKit's PhotogrammetrySession.

Here's a code snippet that spills a light on this process:

import RealityKit
import Combine

let pathToImages = URL(fileURLWithPath: "/path/to/my/images/")

let url = URL(fileURLWithPath: "model.usdz")

var request = PhotogrammetrySession.Request.modelFile(url: url, 
                                                   detail: .medium)

var configuration = PhotogrammetrySession.Configuration()
configuration.sampleOverlap = .normal
configuration.sampleOrdering = .unordered
configuration.featureSensitivity = .normal
configuration.isObjectMaskingEnabled = false

guard let session = try PhotogrammetrySession(input: pathToImages, 
                                      configuration: configuration)
else { return 
} 

var subscriptions = Set<AnyCancellable>()

session.output.receive(on: DispatchQueue.global())
              .sink(receiveCompletion: { _ in
                  // errors
              }, receiveValue: { _ in
                  // output
              }) 
              .store(in: &subscriptions)

session.process(requests: [request])

You can reconstruct USD and OBJ models with their corresponding UV-mapped textures.

6
Andy Jazz On

How it can be done in Unity

I'd like to share some interesting info about the work of Unity's AR Foundation with a mesh coming from LiDAR. At the moment – November 01, 2020 – there's an absurd situation. It's associated with the fact that native ARKit developers cannot capture the texture of a scanned object using standard high-level RealityKit tools, however Unity's AR Foundation users (creating ARKit apps) can do this using the ARMeshManager script. I don't know whether this script was developed by AR Foundation team or just by developers of a small creative startup (and then subsequently bought), but the fact remains.

To use ARKit meshing with AR Foundation, you just need to add the ARMeshManager component to your scene. As you can see on the picture there are such features as Texture Coordinates, Color and Mesh Density.

enter image description here

If anyone has more detailed information on how this must be configured or scripted in Unity, please post about it in this thread.