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Improve Documentation - Fix code links and improve tutorial layout #6321

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Sep 26, 2023
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bf4509e
Correct code tagging in interactive_visualization tutorial.
saurabheights Aug 17, 2023
6fe1f9e
Highlight the methods that are being introduced at the start.
saurabheights Aug 17, 2023
dfd76a7
Non-Blocking VIZ - Add add_geometry step which is not optional.
saurabheights Aug 18, 2023
efabadf
Non-Blocking VIZ - Split main code to simpler function and fix code b…
saurabheights Aug 18, 2023
a4ea39e
Fix Typos
saurabheights Aug 18, 2023
3a9da1f
Update docs with new argument values.
saurabheights Aug 18, 2023
9fc5a68
Fix grammar and dedent for overly indented code
saurabheights Aug 18, 2023
4f88a16
Integrate_Custom - Optimize imports, add early return, use f-strings …
saurabheights Aug 18, 2023
91778f2
Fix default value and remove BooleanOptionalAction, its only availabl…
saurabheights Aug 18, 2023
de4f46a
Disable use of cuda for tensor based reconstruction
saurabheights Aug 18, 2023
e968505
Customized Integration - Fix code lines
saurabheights Aug 18, 2023
ee7b6ae
Ray Casting - Fix code lines
saurabheights Aug 18, 2023
5ba3035
Dense Slam - Fix code lines and slight grammar.
saurabheights Aug 18, 2023
e1ed485
Fix some f-strings and extra parantheses
saurabheights Aug 18, 2023
8295331
Make Fragments - Fix code lines
saurabheights Aug 18, 2023
d65fb67
Code for batch processing was removed long back in #521 in 2018
saurabheights Aug 18, 2023
776bb99
Register Fragments - Fix code docs
saurabheights Aug 18, 2023
9ae5d23
Register fragments - Fix code lines
saurabheights Aug 18, 2023
9f405b3
Integrate Scene - Fix code lines
saurabheights Aug 18, 2023
0724b5a
Change layout of tutorials - only done at top level.
saurabheights Aug 18, 2023
22de7e3
Add new lines before bullet/numbered list, else list rendering fails.
saurabheights Aug 18, 2023
2f9d0c2
Bugfix - Fix code lines for Integration and add filename as done in v…
saurabheights Aug 28, 2023
a522ed8
Remove python version 3.6 as supported versions by open3d.
saurabheights Aug 28, 2023
fc04d88
Fix line number using lineno-match directive.
saurabheights Aug 30, 2023
cd5cc98
Fix some typos detected automatically.
saurabheights Aug 30, 2023
0f2439d
Replace prepend with lineno-match
saurabheights Aug 30, 2023
80427df
Correct filename documented in the files
saurabheights Aug 31, 2023
9c2840e
Fix lineno-start.
saurabheights Aug 31, 2023
43ededc
Merge branch 'master' into khanduja/fix_docs_2
ssheorey Sep 13, 2023
3f10bb3
Fix PR comments
saurabheights Sep 16, 2023
3a0a6e9
Revert "Code for batch processing was removed long back in #521 in 2018"
saurabheights Sep 17, 2023
a5b5aff
Correct batch processing section documentation and native multiproces…
saurabheights Sep 20, 2023
3d345e6
Use native multiprocessing for register fragments and refinement of r…
saurabheights Sep 22, 2023
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18 changes: 9 additions & 9 deletions docs/tutorial/t_reconstruction_system/voxel_block_grid.rst
Original file line number Diff line number Diff line change
Expand Up @@ -14,21 +14,21 @@ A voxel block grid can be constructed by:

.. literalinclude:: ../../../examples/python/t_reconstruction_system/integrate.py
:language: python
:lineno-start: 56
:lines: 27,57-74
:lineno-start: 27
:lines: 8,28-45

In this example, the multi-value hash map has key shape shape ``(3,)`` and dtype ``int32``. The hash map values are organized as a structure of array (SoA). The hash map values include:
In this example, the multi-value hash map has key of shape ``(3,)`` and dtype ``float32``. The hash map values are organized as a structure of array (SoA). The hash map values include:

By default it contains:

- Truncated Signed Distance Function (TSDF) of element shape ``(8, 8, 8, 1)``
- Weight of element shape ``(8, 8, 8, 1)``
- (Optionally) RGB color of element shape ``(8, 8, 8, 3)``
- Truncated Signed Distance Function (TSDF) of element shape ``(16, 16, 16, 1)``
- Weight of element shape ``(16, 16, 16, 1)``
- (Optionally) RGB color of element shape ``(16, 16, 16, 3)``

where ``8`` stands for the local voxel block grid resolution.
where ``16`` stands for the local voxel block grid resolution.

By convention, we use ``3.0 / 512`` as the voxel resolution. This spatial resolution is equivalent to representing a ``3m x 3m x 3m`` (m = meter) room with a dense ``512 x 512 x 512`` voxel grid.

The voxel block grid is optimized to run fast on GPU. On CPU the it runs slower. Empirically, we reserve ``100000`` such blocks for a living room-scale scene to avoid frequent rehashing.
The voxel block grid is optimized to run fast on GPU. On CPU, it runs slower. Empirically, we reserve ``50000`` such blocks for a living room-scale scene to avoid frequent rehashing.

You can always customize your own properties, e.g., ``intensity`` of element shape ``(8, 8, 8, 1)`` in ``float32``, ``label`` of element shape ``(8, 8, 8, 1)`` in ``int32``, etc. To know how to process the data, please refer to :ref:`customized_integration`.
You can always customize your own properties, e.g., ``intensity`` of element shape ``(16, 16, 16, 1)`` in ``float32``, ``label`` of element shape ``(16, 16, 16, 1)`` in ``int32``, etc. To know how to process the data, please refer to :ref:`customized_integration`.
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