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Author Topic: Desktop 3D scanner - Kickstarter  (Read 812 times)

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kahlid74

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Desktop 3D scanner - Kickstarter
« on: February 18, 2013, 10:32:09 am »
I was wondering when we would see these start popping up.  It's a good concept and can be done DYI for about 300 bucks (albeit not as pretty).

http://www.kickstarter.com/projects/621838643/desktop-3d-scanner

I've pledged but I can cancel at anytime, which is nice.  I'm going to explore more on how to DIY for these but in the meantime at least I'm in line for one.


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Re: Desktop 3D scanner - Kickstarter
« Reply #1 on: February 18, 2013, 06:12:08 pm »
You might want to check 123 Catch by Autodesk, as well.
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Re: Desktop 3D scanner - Kickstarter
« Reply #2 on: February 18, 2013, 10:09:41 pm »
I would be skeptical myself.  They don't show the thing in action. 

3D scanning can be remarkably simple, at least on the hardware end.  One of the easiest ways to do it is to take a visible laser (laser pointer will do) and point it through a glass tube.  This will make a beam that you can then shine on an object.  You film the beam via webcam/ect as the object is turned at a regulated speed.  Basically the laser is illuminating the profile of the obeject as it's spun, highlighting a spline shape for the computer model.  The problem of course is light refraction can sometimes throw the accuracy off, requiring post-processing.  Basically you clean up the model manually. 

Post processing is the hard step, and instead of showing, in detail how their software handles this, they simply state that it does. 

And even if you do get a good scan, that doesn't mean it is ready for use straight out of the box.  Generally scanned objects have a very high poly count, because like I stated before it is just a collection of several splines.  To use it in a game, or even in a 3d printer, you would need to requce the number of polys.  Again, lots of complex software needed to do this. 

kahlid74

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Re: Desktop 3D scanner - Kickstarter
« Reply #3 on: February 19, 2013, 11:13:55 am »
I would be skeptical myself.  They don't show the thing in action. 

3D scanning can be remarkably simple, at least on the hardware end.  One of the easiest ways to do it is to take a visible laser (laser pointer will do) and point it through a glass tube.  This will make a beam that you can then shine on an object.  You film the beam via webcam/ect as the object is turned at a regulated speed.  Basically the laser is illuminating the profile of the obeject as it's spun, highlighting a spline shape for the computer model.  The problem of course is light refraction can sometimes throw the accuracy off, requiring post-processing.  Basically you clean up the model manually. 

Post processing is the hard step, and instead of showing, in detail how their software handles this, they simply state that it does. 

And even if you do get a good scan, that doesn't mean it is ready for use straight out of the box.  Generally scanned objects have a very high poly count, because like I stated before it is just a collection of several splines.  To use it in a game, or even in a 3d printer, you would need to requce the number of polys.  Again, lots of complex software needed to do this.

Yeap, copy that.  All great points that I got from people on Reddit as well.  Great food for thought!