8.1.11

Victory Is Mine!

So, I now have a successfully disassembled NES controller. Upon closer inspection, the buttons aren't attached to the circuitboard, so that means I'll be able to model those in 3DSMax as well. I'll make their models more accurate, since they need to be able to press down on the rubber pads so the contacts complete the circuit.

What I think happened was that the controller cooled down now since it's night time, which allowed the screws to contract such that they were a less tight fit in the screw holes. The problem screw came out with very little effort, so the whole controller has been able to be taken apart.

The disassembled NES controller (screws are still left sitting in the back panel):

The culprit: 



After a bit of thought, I want to see if I can make the letters of the word "Freak" in "Control Freak" map to the buttons and D-pad. There is one D-pad and four buttons, and five letters in "Freak". "reak" should map pretty easily to Start, Select, A, and B. The main problem would be getting "F" orientated so it covers all four contacts on the D-pad's circuitry. With a bit of sketching in Photoshop, I should be able to figure that out.

My Altered Object

I've decided to make my chosen mesh the one I showed at the end of the previous post - the NES controller when evenly lit by five light sources, producing a 98% synthy Photosynth.











Descriptor Text:

"I'm an avid gamer, so controllers rule my life. It all started with a NES, so I wanted to pay homage by using new technology to capture and replicate its old technology. In a technophile's version of an archaeologist creating a plaster cast of a dinosaur's bones, I want to make a 3D printed 'cast' of a NES controller. While working on it, as with gaming, I'm a perfectionist and completionist. As such, I'm incorporating the words 'Control Freak' in the model, and will subtract an accurately modelled NES controller. The result is intended to be a replacement controller body."

To be more accurate, since the controller hardware is directly connected to parts of the buttons and D-pad, I will most likely cut holes out of the model for them to be inserted. The words "Control Freak" will probably appear like a brand cut into the front face of the controller.

An issue I'm currently facing is the fact that in both NES controllers I own, there is one screw - located in the same place for both controllers - that appears to be especially tight, to the point that my attempts of unscrewing it burred the screwhead. This means that I'll need to either buy a second-hand NES controller (probably from Game Traders?) and hope that it can be unscrewed, or unfortunately break one of my controllers to get the hardware out.

I'll keep trying with the screwdrivers tomorrow. Perhaps simply drilling into the existing damaged screw until its head completely detaches is another solution... The controller doesn't need all screws to stay in one piece, so that could well work. Here's hoping!

More Work Being Done

I've taken a few more photos to create photosynths. This time, I focused on having even lighting all over the objects I was taking photos of. In total, I had five light sources - two about fifty cm away either side of the object, and three ceiling lights within 2m of each other. This helped to eliminate the issue I previously had of my shadow being cast on the object when taking photos from certain angles. The shadows would cause the object to take on a slightly different colour in the photograph and reduce the probability that an accurate point cloud would be formed, so it definitely helped to reduce the impact of that aspect.

For the first two sets of photos I took (which were of the Gundam model), I had the object sitting on top of one of the light sources to see if being directly adjacent to the light would help increase the photo set's synthy percentage. It resulted in the sets being 100% synthy, but the point cloud turned out to be mostly on the brightly lit paper below the model, rather than the model itself. Here are the results:





After these tests failed, I decided to move the light from below the object so it would be sitting about fifty cm away from it. This worked much better for creating accurate point clouds, but the synthy percentage was lower than before. Given the point clouds were more accurate, I decided to keep this lighting layout for the remaining photo sets.

In addition to this, I wanted to try getting an accurate point cloud of the Piccolo figurine I had tried several times before. A few issues with the figurine in previous attempts were that it has diffuse reflections on most of its surfaces, and that its surfaces also have homogeneous rather than heterogeneous textures. In a bid to address both of these issues, I covered it in talcum powder and draw across its folds and wrinkles with a dark pencil to make them even darker and more distinct from the rest of the adjacent surface.

This did improve the figurine's synth percentage substantially (51% and 82% for each photo set), but the resultant point clouds were still not detailled enough to produce an accurate model in Meshlab (I'll edit this post and add images of the resultant model when I can get on my laptop to screenshot them).

Here are the two synths I described above:





Finally, I decided to try getting a better Photosynth of my NES controller. An issue with its previous synth was that it has many symmetries due to being a rectangular prism. The back of it synthed very well because it was heterogeneously textured with scratches, but the sides, top, and front didn't synth well at all because they're very homogeneous in shape and texture. To help resolve this issue, I tore up some paper, wrote large letters on the pieces, and stuck them on the problem sides. As an afterthought, I also scribbled on the controller with pencil for good measure.

The first set of photos for the synth was made up of a 360 degree spin around the controller at a constant height, and rotating up and over the controller (starting with a side view, then finishing with a top view).

The second set of photos included the above set, and also two sets where I kept the camera pointing in one direction at an angle to the front of the controller, and panned it past to try and capture detail to do with the controller's buttons and D-pad. I tried this because I wanted to create a point cloud that accurately modelled the buttons, rather than turning them into somewhat amorphous blobs.

The results of the photosynths were much better than before, producing very detailled point clouds. However, unfortunately, the buttons didn't show up very clearly in Meshlab even with "Octree Depth" raised to 12 in the "Surface Reconstruction: Poisson" dialogue box. Here are the results of the photosynths:

From the first set of photos:


From the second set of photos:


The point cloud I ended up using was the one from the first set of photos, since its point cloud appeared to be more accurate. Here is the model as a point cloud in Meshlab, and as a mesh after it was exported to 3DSMax as a .obj file:







Note in the lower-left image that the A and B buttons appear to stand out on the mesh, as well as the location of the indentation and bumps for the Start and Select buttons. The D-pad, however, seems to have resolved into a slightly diagonal bulge. Though the point cloud looks accurate when textured with the colours of the feature points, it seems that the crisp edges of the buttons and D-pad haven't been captured. Or, perhaps, the method Meshlab used to reconstruct the points resulted in smoothing out what it perceived to be imperfections in the point cloud, when in fact the points around the buttons should have had sharper angles between adjacent polygon planes.

6.1.11

More Meshlab Stuff

Here are the results of importing the NES controller point cloud into Meshlab and fitting a surface to it. I definitely need better photos for Photosynth before I can get an accurate model of the given object. Once I get home, I'm going to take photos of a few more things to see how they turn out, as well as re-photographing some of the old objects after modifying the surfaces of objects so they're more heterogeneous.

Here are the results of the NES controller's point cloud's import:



Trying to Use Meshlab

I just tried to create a surface from the 3D point cloud generated for the throne in my previous post ( http://photosynth.net/embed.aspx?cid=1f653dc6-3a51-4946-9189-e76c03f620a7&slideShowPlaying=false ). However, it turned the object's shape into what looked more like a boxing glove, so I'll need to wait until I go home before I can take more photos of it to hopefully increase the accuracy of the point cloud.

When looking at the point cloud, the main issue appears to be that the object's points formed an open cylindrical shape, with no points defining where the seat on the throne was. More photos from higher angles should hopefully resolve this issue.

Here are some screenshots of the resultant surfaces:





What I am currently trying is exporting a 3D point cloud of the NES controller, to see just how much accuracy I can get from that.