Texturing a 1.5K mesh takes as long as a 150M mesh!

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    Jasper Mink

    I am experiencing the same issues.

     

    Taking over 5 hours to colorize 100k points (cropped from a 286mil point cloud) based of 2435 images. This doesn't seem right.

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    Götz Echtenacher

    Can't say anything about the resolution but my observation in the past was repeatedly that a high poly model takes significantly longer than the same one with much lower poly count.

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    Kevin Cain

    Thanks for writing with your experiences!

    My experience, too, is that RC can texture a small model quite quickly.

    With this large file I can't texture a model comprising a few hundred triangles and seen by ~20 cameras, without ~7 hours of time.

    What's even stranger is that coloring is taking the same amount of time -- that ought to be much faster.

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    Kevin Cain

    Hello @Jasper Mink, sorry to hear that; I can confirm that for the models where I had very high texturing times, per-vertex color of the kind you're reporting was also slow.

    Are you making a round trip outside RC before coloring, assigning a UV map in another application?  

    In my case, I found that this is one of the cases RC doesn't like.

    Also, I found that in corner cases, RC would not generate a valid UV map; texturing would take much longer but the program wouldn't crash in either UV or texture steps.

    I've taken to explicitly computing UVs and then evaluating them before coloring or texturing -- hope that helps!

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    steffen aaland

    Had the same problem, at mine it was a background process that kept using my gpu even though I ended the software.  

    Try this:

     

    Pause the Texturing

    Go to Task manager - Performance tab- click on the Gpu-chart and change the chart from "3D" (I think thats what it usually says) to "Compute_0".  If theres still activity even after you pause the texturing, theres a process using your resources.  

    Then its just to "end tasks" till you find which one it is.

    -S

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