Cost effective: Capturing 3D data of any object is a complicated process and normally involves the use of costly equipments like digitizers and 3D scanners.
IBModeler offers a cost effective and a relatively simpler alternative. The same process can be done here just with the help of a simple studio setup containing a rotating stand and this software. What's more, there is no limitation on the size of the object to capture. For bigger models, all you might need would be a bigger rotating stand and perhaps more backdrop cloth to cover a wider background region.
Versatility : The choice of the camera and even the studio setup are all upto the user. The user can choose from a wide range of digital cameras for taking the photographs. And although IBModeler does give the facility of creating models fast using a tailormade setup, this is not the only way you can create the models using this software. If you decide to come up with a totally different way of taking the photographs of the model, you can still use IBModeler to process them as long as you can supply the camera position and view direction. Also, to speed up the process, you can write a reusalble set of script instructions for IBModeler from your own setup, rather than process all images manually.
Capturing large and immovable objects: If you are planning to create replicas of large or immovable objects like a statue at a public place, a building of architectural importance, a vehicle or a large machine, you don't have the option of bringing those objects to a digitizer.
For such cases, a photogrammetric software like IBModeler becomes the only available option.
No restriction on the number of photographs required: With the recommended setup that is integrated with IBModeler, you can have any number of photographs (equal to or greater than five) to create the model. If you are not using this setup, you can create a model with even one image. So although more number of photographs from different possible angles would be better to get more accurate outputs, IBModeler does not make it mandatory. It is capable of giving you a model created from any number of photographs that you manage to supply.
Number of photographs: The user should try to provide the photographs of the object from all possible angles. The more the number of photographs, more accurate will be the replica.
The section applying images to mold gives an example of a setup which provides for an easy and quick way to capture the photographs of the model from various angles.
The user can come up with his own setups. But he should ensure that the target object has been covered from all sides from where the object has a different and unique look.
Polygon density: 3D objects require a lot of memory space. Their size may also effect the speed at which they are rendered. The size of the 3D model will depend on the number of polygons required to define it.
IBModeler uses triangles to define the output model. The number of these triangles will depend on the poly count selection used while defining the mold file.
By increasing the poly count, the precision of the output model can be increased. But at the same time, the size of the model mesh data will increase. So there will always be a tradeoff between the two.
Accuracy of user input: To create the replica of the model, the user has to supply various inputs. Like he needs to identify the background region correctly in each image and also specify the camera position and view direction for them (see applying images to mold for details).
The accuracy of the output model would be affected if these inputs are inaccurate.
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In the second image, the outline of the nose is clearly visible. On providing this image in addition to the first, IBModeler would be able to get a clearer picture of the shape of the nose. However, the shape for inner details like the eye and dress of the toy which are sticking to the model and cannot be identified in the outline in any photograph, cannot be captured.
Note that these limitations are only for the shape and sometimes might not even be noticeable after the texture is applied on top of the model. When the texture is applied on top of the created 3D shape, you will be able to see the eyes, nose everything at the right place, even though the eyes might not have the actual depth as it would be in the real object.