Experimental:Point Cloud In TOP

From TouchDesigner Documentation
Jump to: navigation, search

Summary
[edit]

The Point Cloud In TOP can load point data from a file directly into one or more image buffers on the GPU. Points may be composed of any number of fields (X, Y, Z, Red, Green, Blue, etc.) and users can select which fields are assigned to which textures using the field index parameters. Fields are indexed started at 0. If the fields are named in the file, they can be viewed by connecteding an Info DAT.

High-performance point cloud files can be written via the Movie File Out TOP, selecting Type "Image Sequence" and Image Format .exr OpenEXR. The TOP feeding the Movie File Out TOP should be 32-bit floats.

PythonIcon.pngpointcloudinTOP_Class


Parameters - Point Cloud In Page

File file - The path and name of the point cloud file to load. Point cloud formats are those found in File Types. You can specify files on the internet using http:// ...

To load a sequence of files, specify the folder containing the files instead of a filename. All files must have the same number of points and fields. The order of the files is the alphanumeric. By default the first file has an index of 0, second is 1, etc, regardless of their file names. Overriding the sample rate on the Trim parameter page will let you playback the file sequence at any frame rate.

Using an info.xml file in the directory containing a sequence of files allows you to specify the frames per second and an audio file to be used with the sequence. Example xml file:

<?xml version="1.0" encoding="ISO-8859-1" standalone="yes" ?>
  <Settings>
      <attributes fps="30.0" />
      <audio filename="audio.wav" />
  </Settings>

URLs can be used to fetch point cloud files. The file is downloaded to the user's Derivative temp directory and is read into the Point Cloud In TOP.  

Reload File reload - Click to reload the current file. Useful if the file has been changed or did not exist at first.  


Parameters - Texture 0 Page

Red Field Index rindex0 - The index of the field that will be inserted into the red channel of texture 0. Field indices begin at 0. If the index is set to -1, then the channel will be filled with zeros.  

Red Input Range rinrange0 - -

  • Red Input Range rinrange0min -
  • Red Input Range rinrange0max -

Red Output Range routrange0 - -

  • Red Output Range routrange0min -
  • Red Output Range routrange0max -

Green Field Index gindex0 - The index of the field that will be inserted into the green channel of texture 0. Field indices begin at 0. If the index is set to -1, then the channel will be filled with zeros.  

Green Input Range ginrange0 - -

  • Green Input Range ginrange01 -
  • Green Input Range ginrange02 -

Green Output Range goutrange0 - -

  • Green Output Range goutrange01 -
  • Green Output Range goutrange02 -

Blue Field Index bindex0 -  

Blue Input Range binrange0 - -

  • Blue Input Range binrange01 -
  • Blue Input Range binrange02 -

Blue Ouput Range boutrange0 - -

  • Blue Ouput Range boutrange01 -
  • Blue Ouput Range boutrange02 -

Alpha Field Index aindex0 -  

Alpha Input Range ainrange0 - -

  • Alpha Input Range ainrange01 -
  • Alpha Input Range ainrange02 -

Alpha Output Range aoutrange0 - -

  • Alpha Output Range aoutrange01 -
  • Alpha Output Range aoutrange02 -


Parameters - Texture 1 Page

Texture Format textureformat1 - -

  • Off off -
  • RGBA8 - 4 x 8 bit RGBA8 -
  • R16 - 1 x 16bit Float R16 -
  • RG16 - 2 x 16bit Float RG16 -
  • RGB16 - 3 x 16bit Float RGB16 -
  • RGBA16 - 4 x 16bit Float RGBA16 -
  • R32 - 1 x 32bit Float R32 -
  • RG32 - 2 x 32bit Float RG32 -
  • RG32 - 3 x 32bit Float RGB32 -
  • RGBA32 - 4 x 32bit Float RGBA32 -

Red Field Index rindex1 -  

Red Input Range rinrange1 - -

  • Red Input Range rinrange1min -
  • Red Input Range rinrange1max -

Red Output Range routrange1 - -

  • Red Output Range routrange1min -
  • Red Output Range routrange1max -

Green Field Index gindex1 -  

Green Input Range ginrange1 - -

  • Green Input Range ginrange11 -
  • Green Input Range ginrange12 -

Green Output Range goutrange1 - -

  • Green Output Range goutrange11 -
  • Green Output Range goutrange12 -

Blue Field Index bindex1 -  

Blue Input Range binrange1 - -

  • Blue Input Range binrange11 -
  • Blue Input Range binrange12 -

Blue Ouput Range boutrange1 - -

  • Blue Ouput Range boutrange11 -
  • Blue Ouput Range boutrange12 -

Alpha Field Index aindex1 -  

Alpha Input Range ainrange1 - -

  • Alpha Input Range ainrange11 -
  • Alpha Input Range ainrange12 -

Alpha Output Range aoutrange1 - -

  • Alpha Output Range aoutrange11 -
  • Alpha Output Range aoutrange12 -


Parameters - Texture 2 Page

Texture Format textureforma2t - -

  • Off off -
  • RGBA8 - 4 x 8 bit RGBA8 -
  • R16 - 1 x 16bit Float R16 -
  • RG16 - 2 x 16bit Float RG16 -
  • RGB16 - 3 x 16bit Float RGB16 -
  • RGBA16 - 4 x 16bit Float RGBA16 -
  • R32 - 1 x 32bit Float R32 -
  • RG32 - 2 x 32bit Float RG32 -
  • RG32 - 3 x 32bit Float RGB32 -
  • RGBA32 - 4 x 32bit Float RGBA32 -

Red Field Index rindex2 -  

Red Input Range rinrange2 - -

  • Red Input Range rinrange2min -
  • Red Input Range rinrange2max -

Red Output Range routrange2 - -

  • Red Output Range routrange2min -
  • Red Output Range routrange2max -

Green Field Index gindex2 -  

Green Input Range ginrange2 - -

  • Green Input Range ginrange21 -
  • Green Input Range ginrange22 -

Green Output Range goutrange2 - -

  • Green Output Range goutrange21 -
  • Green Output Range goutrange22 -

Blue Field Index bindex2 -  

Blue Input Range binrange2 - -

  • Blue Input Range binrange21 -
  • Blue Input Range binrange22 -

Blue Ouput Range boutrange2 - -

  • Blue Ouput Range boutrange21 -
  • Blue Ouput Range boutrange22 -

Alpha Field Index aindex2 -  

Alpha Input Range ainrange2 - -

  • Alpha Input Range ainrange21 -
  • Alpha Input Range ainrange22 -

Alpha Output Range aoutrange2 - -

  • Alpha Output Range aoutrange21 -
  • Alpha Output Range aoutrange22 -


Parameters - Texture 3 Page

Texture Format textureformat3 - -

  • Off off -
  • RGBA8 - 4 x 8 bit RGBA8 -
  • R16 - 1 x 16bit Float R16 -
  • RG16 - 2 x 16bit Float RG16 -
  • RGB16 - 3 x 16bit Float RGB16 -
  • RGBA16 - 4 x 16bit Float RGBA16 -
  • R32 - 1 x 32bit Float R32 -
  • RG32 - 2 x 32bit Float RG32 -
  • RG32 - 3 x 32bit Float RGB32 -
  • RGBA32 - 4 x 32bit Float RGBA32 -

Red Field Index rindex3 -  

Red Input Range rinrange3 - -

  • Red Input Range rinrange3min -
  • Red Input Range rinrange3max -

Red Output Range routrange3 - -

  • Red Output Range routrange3min -
  • Red Output Range routrange3max -

Green Field Index gindex3 -  

Green Input Range ginrange3 - -

  • Green Input Range ginrange31 -
  • Green Input Range ginrange32 -

Green Output Range goutrange3 - -

  • Green Output Range goutrange31 -
  • Green Output Range goutrange32 -

Blue Field Index bindex3 -  

Blue Input Range binrange3 - -

  • Blue Input Range binrange31 -
  • Blue Input Range binrange32 -

Blue Ouput Range boutrange3 - -

  • Blue Ouput Range boutrange31 -
  • Blue Ouput Range boutrange32 -

Alpha Field Index aindex3 -  

Alpha Input Range ainrange3 - -

  • Alpha Input Range ainrange31 -
  • Alpha Input Range ainrange32 -

Alpha Output Range aoutrange3 - -

  • Alpha Output Range aoutrange31 -
  • Alpha Output Range aoutrange32 -


Parameters - Common Page

Output Resolution outputresolution - - quickly change the resolution of the TOP's data.

  • Use Input useinput - Uses the input's resolution.
  • Eighth eighth - Multiply the input's resolution by that amount.
  • Quarter quarter - Multiply the input's resolution by that amount.
  • Half half - Multiply the input's resolution by that amount.
  • 2X 2x - Multiply the input's resolution by that amount.
  • 4X 4x - Multiply the input's resolution by that amount.
  • 8X 8x - Multiply the input's resolution by that amount.
  • Fit Resolution fit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same.
  • Limit Resolution limit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same.
  • Custom Resolution custom - Directly control the width and height.

Resolution resolution - - Enabled only when the Resolution parameter is set to Custom Resolution. Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.

  • W resolutionw -
  • H resolutionh -

Resolution Menu resmenu -  

Use Global Res Multiplier resmult - Uses the Global Resolution Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier.  

Output Aspect outputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)

  • Use Input useinput - Uses the input's aspect ratio.
  • Resolution resolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square.
  • Custom Aspect custom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.

Aspect aspect - - Use when Output Aspect parameter is set to Custom Aspect.

  • Aspect1 aspect1 -
  • Aspect2 aspect2 -

Aspect Menu armenu -  

Input Smoothness inputfiltertype - - This controls pixel filtering on the input image of the TOP.

  • Nearest Pixel nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixels linear - Uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixels mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.

Fill Viewer fillmode - - Determine how the TOP image is displayed in the viewer. NOTE:To get an understanding of how TOPs work with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.

  • Use Input useinput - Uses the same Fill Viewer settings as it's input.
  • Fill fill - Stretches the image to fit the edges of the viewer.
  • Fit Horizontal width - Stretches image to fit viewer horizontally.
  • Fit Vertical height - Stretches image to fit viewer vertically.
  • Fit Best best - Stretches or squashes image so no part of image is cropped.
  • Fit Outside outside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer.
  • Native Resolution nativeres - Displays the native resolution of the image in the viewer.

Viewer Smoothness filtertype - - This controls pixel filtering in the viewers.

  • Nearest Pixel nearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixels linear - Uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixels mipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).

Passes npasses - Duplicates the operation of the TOP the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected TOP's image.  

Channel Mask chanmask - Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.  

Pixel Format format - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.

  • Use Input useinput - Uses the input's pixel format.
  • 8-bit fixed (RGBA) rgba8fixed - Uses 8-bit integer values for each channel.
  • sRGB 8-bit fixed (RGBA) srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB.
  • 16-bit float (RGBA) rgba16float - Uses 16-bits per color channel, 64-bits per pixel.
  • 32-bit float (RGBA) rgba32float - Uses 32-bits per color channel, 128-bits per pixels.
  • 10-bit RGB, 2-bit Alpha, fixed (RGBA) rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
  • 16-bit fixed (RGBA) rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel.
  • 11-bit float (RGB), Positive Values Only rgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite).
  • 16-bit float (RGB) rgb16float -
  • 32-bit float (RGB) rgb32float -
  • 8-bit fixed (Mono) mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
  • 16-bit fixed (Mono) mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 16-bit float (Mono) mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 32-bit float (Mono) mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
  • 8-bit fixed (RG) rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel.
  • 16-bit fixed (RG) rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
  • 16-bit float (RG) rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
  • 32-bit float (RG) rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel.
  • 8-bit fixed (A) a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel.
  • 16-bit fixed (A) a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 16-bit float (A) a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 32-bit float (A) a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel.
  • 8-bit fixed (Mono+Alpha) monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
  • 16-bit fixed (Mono+Alpha) monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 16-bit float (Mono+Alpha) monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 32-bit float (Mono+Alpha) monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.


TOPs
Add • Analyze • Anti Alias • Blob Track • Blur • Experimental:Buffer Select • Cache Select • Cache • Channel Mix • CHOP to • Experimental:CHOP to • Chroma Key • Circle • Composite • Constant • Convolve • Corner Pin • CPlusPlus • Crop • Cross • Cube Map • Depth • Difference • DirectX In • DirectX Out • Displace • Edge • Emboss • Feedback • Fit • Flip • Experimental:Function • GLSL Multi • GLSL • HSV Adjust • HSV to RGB • Import Select • In • Inside • Introduction To TOPs id • Kinect • Layout • Leap Motion • Level • Lookup • Luma Blur • Luma Level • Math • Experimental:Math • Matte • Mirror • Monochrome • Movie File In • Movie File Out • Multiply • NDI In • NDI Out • Noise • Normal Map • Notch • Null • Nvidia Flow • Oculus Rift • OP Viewer • OpenColorIO • OpenVR • Experimental:Ouster Select • Experimental:Ouster • Out • Outside • Over • Pack • Photoshop In • Experimental:Point Cloud In • Experimental:Point File Select • PreFilter Map • Projection • Ramp • RealSense • Rectangle • Remap • Render Pass • Render Select • Render • Reorder • Resolution • RGB Key • RGB to HSV • Scalable Display • Screen Grab • Screen • Select • Shared Mem In • Shared Mem Out • Slope • SSAO • Stype • Substance Select • Substance • Subtract • SVG • Switch • Syphon Spout In • Syphon Spout Out • Text • Texture 3D • Texture Sampling arameters • Threshold • Tile • Time Machine • TOP • TOP iewer • Touch In • Touch Out • Transform • Under • Video Device In • Experimental:Video Device In • Video Device Out • Experimental:Video Device Out • Video Stream In • Video Stream Out • Vioso • Web Render • ZED

Each SOP has a list of Points. Each point has an XYZ 3D position value plus other optional attributes. Each polygon Primitive is defined by a vertex list, which is list of point numbers.

An Operator Family that creates, composites and modifies images, and reads/writes images and movies to/from files and the network. TOPs run on the graphics card's GPU.

The Graphics Processing Unit. This is the high-speed, many-core processor of the graphics card/chip that takes geometry, images and data from the CPU and creates images and processed data.

The width and height of an image in pixels. Most TOPs, like the Movie File In TOP can set the image resolution. See Aspect Ratio for the width/height ratio of an image, taking into account non-square pixels.

The viewer of a node can be (1) the interior of a node (the Node Viewer), (2) a floating window (RMB->View... on node), or (3) a Pane that graphically shows the results of an operator.

A CHOP outputs one or more channels, where a channel is simply a sequence of numbers, representing motion, audio, etc. Channels are passed between CHOPs in TouchDesigner networks. See also Export.