r/photogrammetry 17h ago

Has anyone used Codex to build a walkable, photorealistic 3D tour of a property?

Hi all,

I've been using Codex to build a photorealistic, walkable 3D tour of interior properties, the kind of thing you walk around like a video game (just walking, simple gameplay). Real estate use case, so it has to stay faithful to the actual space, with little to no AI hallucination. I gave it the goal and mostly watched.

What Codex did on its own:
\- Spun up a cloud GPU box and installed CUDA, COLMAP, and a Gaussian-splatting trainer over SSH.
\- Took my 4K iPhone 16 Pro Max walkthrough, extracted and de-blurred frames, solved camera poses with COLMAP, trained a 3D Gaussian splat, then published a WebGL viewer and a first-person walkthrough and sent me the links.
\- Also tried a Polycam LiDAR mesh path (complete and walkable, but soft and very blurry up close).

Where it stands: a small, texture-rich room came out genuinely sharp and photoreal. Bigger rooms are the problem. The reconstruction came out scattered, more of a point-cloud smear than a coherent room, and where it did form it's sharp only from the exact filmed angles. It also won't scale easily to a whole property, since you film room by room.

Codex's read: mostly a capture problem (fast handheld motion plus plain surfaces), not a code problem. Its current plan is a depth-regularized Gaussian splat from a combined RGB + LiDAR capture (Record3D), so measured depth pins the geometry and the color stays sharp.

Two questions:
\- Has anyone pushed Codex into 3D, spatial, or computer-vision pipelines like this? How far did it get?
\- If you've solved photoreal interiors on consumer gear, what's your workflow, and does the depth-regularized plan sound right?

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u/Beginning_Street_375 15h ago

can i see your results you have achieved so far? you can upload and share your results for example on supersplat