MAF3 with Cross Polarization Filter and external ligth


  • I have done some basic testing using cross polarization with MAF3.

    I am using this for photogrammetry and to me this is the holy grail to get outstanding texture quality.

    Cross polarization requires external lights where polarization between light and cameras are crossed by 90°.

    This helps to reduce light reflection on the object (white spots). Especially for bright objects this can be big problem. Most professional photogrammetry experts are using DSLR with ring flash and cross polarization.

    I am sharing this idea here in the forum to see if there is any willingness from dev team to support such expert features in the MAF3 software. It's not rocket science but HDR and use of external lights (with or without cross polarization) would require some processing options to make it easy to handle. At least running custom macro to define sequence of commands with different exposure setting for point cloud scanning and texture capturing would be needed.

    Feedback and discussion about this idea .... welcome!

    MAF3 and external lights equiped with polarization filter. Polarization from ligths and cameras are crossed by 90° to reduce light reflection a lot.

    Without cross polarization lot of reflections visible!

    With cross polarization used, the reflections are reduced a lot ... almost completely eliminated!

    GIF animation is showing the difference when changing the polarization filter on the MAF3 cameras from non-crossed to crossed position.

    I believe that use of external light (with and without cross polarization) and HDR support could boost the texture quality a lot and make MAF3 to a real differentiator compared to competition. The HW design from MAF3 supports such optimizations, but they will require some additional software support and updates. I am hoping to see support in later SW versions and to have some interesting discussions on the topic.

     



  • I am going to second a look at this potential solution to reflection of models for which scanning spray is just not appropriate.  I have a collection of tobacco tins from the 1950's that will never be produced again.  They are painted characters in a "Roly-Poly" shape.  Spraying would cover the character features and without spray the single light source of the THREE reflects in a tight little area.  Away from the center of the highlight reflection, the light falls off quickly.

    Now, it's not the most important scanning target; but, it would be nice to be able to capture these whimsical containers in full 3D for future generations.  And, this is true for all of the tin toys so popular in the 1940-1960 era.  Safety regulations killed the tin toy industry.  So, toys and containers of this type, that live beyond the 'junk' phase are destined to be rare antiques.  😊


  • After some further testing i come to conlusion that HDR is absolutely mandatory for high quality texture capturing with MAF3 cameras. This is valid also when using additional external lights (e.g. photo box).

    BUT ... when using HDR for texture with MAF3 cameras the image quality is outstanding! So much better compared to current implementation. It's must have feature to bring texture from MAF3 on next level.

    Texture quality out-of-the-box, without external lights, without HDR, without CP. Dark areas are under-exposed without lot of details. Increasing the exposure settings would lead to exceeding the saturation for white area because of low dynamic range of cameras. 

    MAF3 out-of-box texture quality

    Improved texture quality with external HDR processing (3x images, normal/over/under-exposed), without external lights, without CP. All images captured with in-build MAF3 cameras. The texture quality is much better and the color range is increasing a lot. Also dark areas are showing lot of details. Drawback still are the reflections (white spots) because of quite shiny surface. 

    MAF3 with HDR texturing (no external lights)

    Further improved texture quality with external HDR processing + external lights + cross polarization. Polarization filters added on MAF3 cameras and crossed by 90° to external LED lights. The texture quality is almost perfect. Light and dark areas are showing lot of details and reflections have been almost eliminated by use of cross polarization method. 

    MAF3 using HDR + external Lights + Cross Polarization

    I think the results speak for themself?

    It would be a big mistake to not implement HDR solution to MAF3 SW because the texture quality is improving a lot without changing anything on the HW.   


  • At what stage do you currently capture the three images?  Do you simply repeat the same scan three times at different brightness values?

    I assume adding HDR to the THREE would require a setting where 3 images are captured for each scan?


  • Correct! Currently i am repeating the same scan several times as you mentioned.

     

    1. First turntable scan with e.g. 8 scans + texture.

    Exposure, Gain, Projector optimized for mesh scanning.

    But also texture is captured, which will be later replaced with offline created HDR image.

    (Optional: If object has light and dark areas it might be needed to perform another turntable scan with higher exposure, gain and projector settings to also capture mesh from dark areas. This time the texture should be disabled. Later this second scan need to be aligned with first round and moved to the first project folder. Unfortunately MAF3 does not have HDR for point cloud capturing as many other structured light scanner have. So this workaround could be used.)

    2. Second turntable scan without moving the object. First HDR image (normal exposure).

    Exposure, Gain optimized for white/light area (no red indication indicating overexposure).

    Projector set to zero, external light switched on.

    3. Third turntable scan without moving the object. Second HDR image (overexposed).

    Exposure, Gain optimized for black/dark area. Light areas are extremely overexposed.

    Projector set to zero, external light switched on.

    4. Fourth turntable scan without moving the object. Third HDR image (middle between normal/overexposed).

    Exposure, Gain set to the middle of the values normal/overexposed.

    Projector set to zero, external light switched on.

     

    Same procedure to be repeated for another set of capture poses. E.g. Top/Bottom or Top/Left/Right

    Afterwards exporting the whole project (zip file) and creating HDR images using SNS-HDR Lite (Free Version) with batch processing. Only texture-0 (image from left camera) need to be processed because right image not used for texturing. The created HDR image will be used to replace the normal image from mesh scanning. Finally importing the modified zip file into MAF3 and create texture with new HDR images.

    For the moment this is the easiest manual procedure. If scan spray is needed (e.g. glass, clear acrylic, shiny, glossy, black object) then it's better to do first the HDR image capturing, then apply the scan spray and do the mesh scan at the end. Some self-evaporating scanning spray (e.g. AESUB blue) will disappear in 1-2h and next scanning pose can be done. By this best quality for mesh and texture can be achieved especially for objects with challenging surface.

    Another (better) procedure would be capture mesh scan, and texture images one after each other for every position. This is faster and more robust for inaccuracy of turntable movement and also better method when doing single short without turntable. 

     

    Example from my windows batch file to create HDR images:

    REM Set path to SNS-HDR lite!
    set SNSHDR="C:\Program Files\SNS-HDR Lite 2\SNS-HDR.exe"
    
    echo Start to generate HDR images! Existing images will be overwritten!
    %SNSHDR% -da -dd -x1 -dramatic .\Scan-7\Textures\Texture-0.png .\Scan-13\Textures\Texture-0.png .\Scan-19\Textures\Texture-0.png -o .\Scan-1\Textures\Texture-0.png
    %SNSHDR% -da -dd -x1 -dramatic .\Scan-8\Textures\Texture-0.png .\Scan-14\Textures\Texture-0.png .\Scan-20\Textures\Texture-0.png -o .\Scan-2\Textures\Texture-0.png
    %SNSHDR% -da -dd -x1 -dramatic .\Scan-9\Textures\Texture-0.png .\Scan-15\Textures\Texture-0.png .\Scan-21\Textures\Texture-0.png -o .\Scan-3\Textures\Texture-0.png
    %SNSHDR% -da -dd -x1 -dramatic .\Scan-10\Textures\Texture-0.png .\Scan-16\Textures\Texture-0.png .\Scan-22\Textures\Texture-0.png -o .\Scan-4\Textures\Texture-0.png
    %SNSHDR% -da -dd -x1 -dramatic .\Scan-11\Textures\Texture-0.png .\Scan-17\Textures\Texture-0.png .\Scan-23\Textures\Texture-0.png -o .\Scan-5\Textures\Texture-0.png
    %SNSHDR% -da -dd -x1 -dramatic .\Scan-12\Textures\Texture-0.png .\Scan-18\Textures\Texture-0.png .\Scan-24\Textures\Texture-0.png -o .\Scan-6\Textures\Texture-0.png

  • Another comparison of out-of-box result VS using CrossPolarisation + HDR + imported STL from laser scanner. Importing external mesh is to get best mesh quality because structured light scanner cannot scan shiny and black areas very well. It's optional but good to have this possiblity in MAF3 software. 

    The 3x HDR images are not perfect because some shift caused by inaccurate repeatability of turntable movements. Also some minor reflections caused by the projector which was needed to be removed in photoshop with minimal effort because the 3x HDR images must be captured with projector light to avoid "cannot triangulate points" error. I could not capture only texture images without need capturing also point cloud which does not allow to block projector light completely. Because of this issues mentioned it is mandatory to get SW support using this method using CP and HDR.

    @MAF dev team: Are you willing now to support HDR method for texture capturing? Also makro based solution which can be customized by user appreciated.

    MAF3 out-of-box texture:

     

    MAF3 improved texture using CrossPolarization + HDR + imported mesh from laser scanner:

    Setup using external ligths with cross polarizaiton filters on LED lights and MAF3 cameras:

    Using this method would allow MAF3 to become unique 3d scanner with outstanding texture quality. With handheld scanner this is almost not possible to use this method. Comments welcome!

     

     

     


  • Thanks so much for the explaination and new example!

    Very Impressive!

    Since we do not have a RAW image available, simplly using a photo app to process cannot attain the results you are demonstrating.  


  • Hey Christian Gassner,

    Thanks for the amazing exploration and work. 

    We'll look at adding HDR to the texture capture again.

    We did some research with HDR in the past, and found the big differentiator to be the use of external lights. Just having external diffuse lighting instead of the harsh projector light made a huge difference even without HDR. At the time we had bigger fish to fry so it got left on the back burner. I'll put it back on the feature list and see what we can do.


  • Thanks Drew for positive feedback. It's definetely worth to implement this because the texture quality is improving a lot. It's a huge difference !!!!

    I will draft a proposal from my side about the feature and procedure i am dreaming to have for HDR texture capturing. Everything i will request should will be doable and will be no rocket science but will allow to take over many other expensive scanner on the market including many other structured light scanners. With minimum effort we can achieve a lot on the MAF3 because the design allows to do so.


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