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vexID

  • 4 Devlogs
  • 12 Total hours

ML powered VEX V5 part identification framework

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8h 6m 51s logged

Lots of engineering went into this build, but I finally got a few new things working.

3D scanning:

  • LiDAR depth is now filtered and fused with the AR mesh for cleaner, more accurate surfaces.
  • Meshes now weld seams, remove bad geometry, preserve corners, and repair small holes.
  • Blurry or fast-moving frames are rejected for sharper textures.
  • AprilTags are “lock”able now and after a few positions viewed + ray casts on the mesh they cannot move.

UI changes:

  • The scanner now shows mapped surfaces, live depth points, coverage, range, tracking quality, and tag-lock progress.
  • Photos and 3D scans are now both “Areas”.
  • The 3D viewer looks nicer and has highlighting + better camera controls now.
  • Photo areas can rerun AprilTag detection without being deleted and recreated.

AprilTag Metal backend: I looked at some NVIDIA shaders and the C++ code and built a Metal backend for AprilTag detection. This runs on the GPU and gets a way higher fps for me. This reduces lag when scanning around as well as 3D scanning (makes the position more accurate to the mesh). Concurrency is also possible. Fallback to CPU.

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1h 21m 59s logged

improved UI. app performance, added accurate privacy policy, 3d scanning fixed and it actually works now except it’s rly laggy but the meshes don’t look ahh anymore.

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1h 20m 20s logged

Tracking works better now, I also added support for tag groups. Example: high strength gears are their own tag now instead of needing to place EVERY HS gear tag on a box

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57m 9s logged

improving model performance by adding new items to the dataset and recording new real data. I also worked on the 3D scanning feature on iOS and Ifixed the missing triangles error as well as got the raycast to work on the mesh instead of an AR plane which makes the positions of AprilTags 10000x better.

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