```markdown # Design Doc: Post-Reduction Meshing for Clean Surface Export **Author:** Brian Clark **Last Updated:** 2025-11-07 **Target Component:** Optional stage after `predictions_to_glb` point processing **Goal:** Convert cleaned point clouds into lightweight surface meshes for users who prefer shaded geometry over splatty point clouds. --- ## 1. Overview After confidence filtering, voxel reduction, and denoising we hold a sparse, high-confidence point cloud. This design adds an optional meshing stage (ball-pivoting, Poisson, marching cubes) to produce a triangle mesh that can be exported alongside or instead of the GLB point cloud. --- ## 2. Use Cases - Interactive viewers requiring solid surfaces (lighting, shadowing). - Downstream pipelines that expect meshes (CAD tools, 3D printing previews). - Scenes where splatty points look sparse even after reinflation. We do **not** aim for watertight printable models—just visually continuous surfaces. --- ## 3. Meshing Strategies | Method | Pros | Cons | Dependencies | | ------ | ---- | ---- | ------------ | | **Ball-Pivoting (BPA)** | Stable for uneven sampling, preserves detail | Needs normals, parameter tuning | Open3D | | **Poisson Reconstruction** | Smooth surfaces, fills gaps | Blurs thin structures, more compute | Open3D | | **Marching Cubes on fused depth** | Works without normals | Requires voxel grid, might need extra fusion step | Open3D / custom | Initial plan: start with Open3D’s **Ball-Pivoting**, fall back to Poisson when BPA fails. --- ## 4. Pipeline Integration 1. Existing point-cleaning (voxel, support filtering, optional reinflation). 2. Normal estimation (Open3D `estimate_normals`, with KD-tree search radius tied to voxel size). 3. Mesh reconstruction (BPA default, Poisson fallback). 4. Mesh simplification (`simplify_quadric_decimation`) to hit target face count. 5. Export as GLB/OBJ/PLY; attach materials/colors using per-vertex colors (sampled from original points). ### Configuration options | Option | Default | Notes | | ------ | ------- | ----- | | `meshing_enabled` | `False` | Opt-in feature | | `meshing_method` | `"ball_pivoting"` | `"poisson"` available | | `bpa_radii` | `[voxel_size, 2×, 4×]` | Radii list for BPA | | `poisson_depth` | 8 | Tree depth, controls detail | | `target_face_count` | 200k | Post-simplification triangle budget | | `keep_point_cloud` | `True` | Export both mesh + original cloud | --- ## 5. Implementation Plan ### 5.1 Helper module `stream3r/utils/mesh_utils.py` ```python def build_surface_mesh(points, colors, *, config) -> trimesh.Trimesh: # open3d conversions, normal estimation # reconstruction via BPA/Poisson # color baking (nearest neighbor) ``` ### 5.2 Export integration In `_generate_core_outputs` after point cloud saved: ```python if settings.meshing_enabled: mesh = build_surface_mesh(vertices_3d, colors_rgb, config) mesh_url = _save_mesh(runtime, scene_id, mesh, temp_dir) artifacts["mesh_url"] = mesh_url ``` ### 5.3 Storage - Upload under `models/meshes/scene_mesh.glb` - Optionally provide OBJ + MTL for compatibility. --- ## 6. Validation 1. Compare GLB mesh size vs. original point cloud. 2. Manual visual QA (Viewer, Blender) to spot holes or artifacts. 3. Automated checks: - Mesh exists and contains triangles. - Vertex count under budget. - Color channels preserved (mean deviation < ε). 4. Benchmark runtime per scene and ensure it fits within job timeouts. --- ## 7. Risks & Mitigations | Risk | Mitigation | | ---- | ---------- | | Thin structures lost | Tune BPA radii; detect failure and revert to point cloud | | Open3D dependency bloat | Gate meshing behind `pip install open3d`; log when unavailable | | Runtime overhead | Make stage optional; expose `meshing_timeout` | | Large meshes | Apply decimation & optional texture baking | --- ## 8. Deliverables 1. Helper module for meshing + tests. 2. Scene artifacts update (mesh export, metadata). 3. New config flags (`STREAM3R_MESHING_ENABLED`, etc.). 4. Documentation/tutorial for users toggling the mesh output. --- **Outcome:** An optional mesh artifact that gives viewers a solid-looking scene without fully abandoning the point-based pipeline. ```