Chromatic aberration*. Not Chromatic abbreviation.
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NVIDIA has shared a couple of videos featuring company’s experiments with photogrammetry. These are the parts of the GDC 2017 session “Photogrammetry for Games; Art, Technology and Pipeline Integration for Amazing Worlds”. You can now do great things with Unity and NVIDIA’s tools.
NVIDIA’s Reality Capture / Unity Photogrammetry Viewer
A demonstration of NVIDIA’s integration of the Reality Capture Photogrammetry pipeline into the Unity engine’s editor. Presented as a part of the GDC 2017 session “Photogrammetry for Games; Art, Technology and Pipeline Integration for Amazing Worlds”. The viewer shows how photogrammetry can be integrated directly into a game workflow using Reality Capture’s forthcoming SDK. Reality Capture’s use of multi-GPU CUDA code allows the reconstruction to be done very quickly, and NVIDIA’s viewer uses threading to ensure that the Unity editor is fully interactive while the photogrammetry work is done in the background.
NVIDIA’s Photogrammetry ‘Live Visualizer’ using Reality Capture and Unity
A demonstration of how photogrammetry workflows can be used on-site during photo capture to give the photographer near-live feedback on their choice of camera locations. Presented as a part of the GDC 2017 session “Photogrammetry for Games; Art, Technology and Pipeline Integration for Amazing Worlds”. NVIDIA’s example viewer combines a wifi-connected camera with a laptop that includes a Quadro GPU and a Unity plugin that integrates Reality Capture. The combination results in photos being transferred automatically to the laptop as they are taken, and the camera locations and tie-point reconstruction cloud being regenerated on the fly. This allows the artists on site to see which parts of the scene have been adequately captured without stopping their photography session.