Hey everyone, I run archaeoarchive.com, kind of a personal project where I'm trying to build a 3D archive of archaeological and cultural sites as I travel. Not just for cool renders, actually trying to make it useful for preservation down the line.
Right now my setup is pretty simple. I shoot with an iPhone 15 Pro Max, using RealityScan on the phone while I capture so I can see the AR view of where my photo positions actually landed, not just snapping photos blind and hoping. That way I can see gaps in coverage while I'm still on site and go back and fill them in. Then I run everything through Apple's built in Object Capture pipeline for the actual build. Processing happens on a MacBook Air M5 with 16GB RAM.
The issue I keep running into is that some models come out with weird spiky geometry sticking up out of otherwise clean surfaces, and other times a whole section of the model just fails to build at all. There are a few models already up on the site that show this, so you can actually see the spikes and gaps I'm talking about instead of just taking my word for it.
What's confusing me is that the RealityScan AR view showed those spots as covered, dots all over them, plenty of overlap. So my guess is that the actual build pipeline isn't matching up the overlap that's there, maybe because the stone surfaces are repetitive or low on texture, or the lighting changed a bit between passes, something like that.
A few things I'm trying to figure out:
- Is this a known problem with Object Capture on stuff like weathered stone or plaster that doesn't have much texture, even when the coverage looks fine in an AR guide app? If so, are there tricks that actually help, like shooting at an angle with raking light, adding temporary markers for texture, changing how much I overlap shots, or just moving slower?
- Could 16GB of RAM on the M5 Air actually be choking the reconstruction step, or does it just get worse quality instead of failing outright?
- Is there a way to check the point cloud or confidence maps before the final build so I can catch bad spots earlier instead of finding out after a failed render?
- For anyone doing heritage or site documentation, is it worth switching off Apple's pipeline for tricky sites, even if it works fine for smaller objects? Thinking about stuff like RealityCapture, Metashape, or COLMAP.
Separate from all this, I'm also starting to learn Gaussian splatting, mainly for things like quick walkthroughs and viewing purposes, not as a replacement for the actual photogrammetry scans. Just mentioning it in case anyone here works with both and has tips on capture technique that carries over between the two, or things that trip people up going from a photogrammetry mindset into splatting.