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I want to say thanks so much for this repo. Actually all of your work has been an inspiration to me for the last year, I stumble onto your github a lot. I've been working to add Google Draco support to Pcx and I'm almost done! Also I am adding support to flipbook style keyframe through point clouds. It's really fast and rad.
I am no where near as tidy or competent as you however. I haven't written any C++ in 15 years and never ever done it well. I wanted to check to see if you had any pull request requirements I should know about.
After I get done with this first phase, I want to put the frames into an HDF5 and eliminate redundancy and/or potentially compress the whole animation, plus add the ability to transition to other cloud animations. I've got it pretty well mapped out how to get it done, probably in the lamest way possible. I would really like to work in your DX11 geometry shaders (and if you figure out an apple solution, oh boy!) to work as transitions / effects. Syncing cloud tornados to the beat or whatever.
If you have any thoughts on where I'm trying to go with this, I'd love to hear them.
Thanks again.
PS! 4Gb animated point cloud compresses down to roughly 800mb and is streamable. Roughly 1000 frames at 24Fps. That is with almost completely redundant clouds in each frame. Decoding sits currently around 10ms, but I don't even totally understand how the quantization and compression levels work. I think it can get smaller and faster.
The text was updated successfully, but these errors were encountered:
Hey!
I want to say thanks so much for this repo. Actually all of your work has been an inspiration to me for the last year, I stumble onto your github a lot. I've been working to add Google Draco support to Pcx and I'm almost done! Also I am adding support to flipbook style keyframe through point clouds. It's really fast and rad.
https://github.com/millerhooks/draco/tree/unity_point_cloud_plugin/unity/PointCloudLoader
I am no where near as tidy or competent as you however. I haven't written any C++ in 15 years and never ever done it well. I wanted to check to see if you had any pull request requirements I should know about.
After I get done with this first phase, I want to put the frames into an HDF5 and eliminate redundancy and/or potentially compress the whole animation, plus add the ability to transition to other cloud animations. I've got it pretty well mapped out how to get it done, probably in the lamest way possible. I would really like to work in your DX11 geometry shaders (and if you figure out an apple solution, oh boy!) to work as transitions / effects. Syncing cloud tornados to the beat or whatever.
If you have any thoughts on where I'm trying to go with this, I'd love to hear them.
Thanks again.
PS! 4Gb animated point cloud compresses down to roughly 800mb and is streamable. Roughly 1000 frames at 24Fps. That is with almost completely redundant clouds in each frame. Decoding sits currently around 10ms, but I don't even totally understand how the quantization and compression levels work. I think it can get smaller and faster.
The text was updated successfully, but these errors were encountered: