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Provide canonical block allocation updates in dynamic scene context. #6

@Algomorph

Description

@Algomorph

This is the initial naive implementation of voxel hash block allocations in the context of deforming/dynamic surfaces.

The allocations can be triggered by:

  1. Projecting the centers of unactivated voxel hash blocks that neighbor activated ones using nearby nodes to t-1.
  2. Using the down-sampled target (live) point cloud to check whether these blocks need activation (similar to the original Touch function).
  • Downsample image & adjust intrinsics

  • Find blocks neighboring to activated blocks, call them activation candidate blocks

  • Compile tensor with corners of each candidate block

  • Forward-warp [corners of] activation candidate blocks using extrinsics+nodes+rotations+translations

  • Find axis-aligned bounding boxes for projected activation candidate blocks

  • Find mask of those bounding boxes that align with the surface in the [next] depth image (or down-sampled version thereof)

  • Use mask to compile blocks to be activated, pass blocks to the integration script

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