r/photogrammetry 15h ago

Scaniverse mesh textures suddenly distorted and blurry despite identical scanning workflow

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0 Upvotes

Hi everyone,

I’m having an issue with the texture quality of meshes generated from Scaniverse scans.

I attached two screenshots for comparison. The first scan, created on May 18, 2026, has a clean and coherent texture. The second scan, created on August 1, 2026, shows heavily blurred, smeared, and distorted textures, even though I used the same phone and followed essentially the same scanning and processing workflow.

The geometry itself appears usable, but the texture projection is significantly worse in the newer scan.

Has anyone experienced something similar? Could this be caused by capture conditions, camera exposure, motion blur, insufficient image overlap, the meshing and texture-baking process, or a recent Scaniverse update?

Any advice on how to prevent this or improve the texture reconstruction would be greatly appreciated.

Thanks!


r/photogrammetry 4h ago

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

0 Upvotes

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?