๐Ÿ“‹ Workflows: from Capture to Export

A complete 3D capture workflow โ€” from your first smartphone shot to a controlled pro setup.

Whether photogrammetry (photo โ†’ mesh) or Gaussian Splatting (photo/video โ†’ radiance field): the process is always the same โ€” capture โ†’ processing โ†’ cleanup โ†’ export. This page walks you once through all four phases and shows at each step what beginners, intermediates and pros specifically do differently. All information is current as of 2026.

On this page
  1. Which path suits you?
  2. Phase 1 โ€” Capture
  3. Phase 2 โ€” Processing
  4. Phase 3 โ€” Cleanup
  5. Phase 4 โ€” Export
  6. The most common pitfalls

1. Which path suits you?

Before you start: there is no single workflow. Choose your entry point based on your gear and ambition. You can move up a level at any time later โ€” the basic capture principles stay the same.

๐ŸŸข Beginner

Smartphone only. An app like Scaniverse (free, iOS/Android) or Polycam. Capture, processing and viewer all live in one app โ€” no PC needed.

Goal: a first result in 15 minutes to get a feel for overlap and lighting.

๐Ÿ”ต Intermediate

Mirrorless/DSLR camera + desktop. Metashape or RealityScan (photogrammetry), Postshot (Gaussian Splatting). GUI tools with full control over quality.

Goal: clean meshes/splats in print or asset quality, reproducibly.

๐ŸŸ  Pro

Controlled setup + pipeline. Cross-polarization, RAW, COLMAP + Nerfstudio, cleanup and retopo in Blender, texture baking.

Goal: game/VFX-ready assets with defined topology, scale and material separation.

๐Ÿ’ก Recommendation for your first attempt: Pick a matte, textured object about the size of your palm (e.g. a rock, a sculpture, a pair of shoes). Glossy, smooth or single-colored objects are the most common reason a first scan fails.

2. Phase 1 โ€” Capture BeginnerIntermediatePro

Capture determines 90% of the final result. No software can rescue blurry photos, missing angles or changing light. The good news: the rules for photogrammetry and Gaussian Splatting are almost identical.

The shared foundation

Camera settings Intermediate

SettingValueWhy
Aperturef/8 โ€“ f/11Maximum depth of field, everything sharp. Don't stop down further (f/16+) โ†’ diffraction blur.
ISO100 โ€“ 200As little image noise as possible. Noise confuses the feature matcher.
Shutter speed1/800 s or faster (handheld)Avoids motion blur. Not critical on a tripod.
Focusmanual, lockedAutofocus shifts between shots โ†’ inconsistent focal length.
White balancemanual/lockedSame color across all images.
FormatRAW (otherwise max JPEG)More exposure headroom; important with cross-polarization.

Capture method

Specifically for Gaussian Splatting Intermediate

3DGS also handles video. Recommendation: 4K, 30 fps, very slow and steady movement so no motion blur occurs. Frames are extracted from the video later (Postshot & co. do this automatically). More important than in photogrammetry: absolutely constant lighting โ€” splatting stores view-dependent reflections, and changing light produces "ghosts".

Pro techniques Pro

โœ— Most common beginner mistake: too few photos and jumps between angles that are too large. Better 150 good, overlapping photos than 40 "from all directions". Below ~36 photos per rotation the software often can't find common points.

3. Phase 2 โ€” Processing BeginnerIntermediatePro

Now the software does the computing. The process differs depending on the target technique.

Photogrammetry pipeline

  1. Import all images (develop RAW beforehand if needed, but without aggressive editing).
  2. Alignment / Structure-from-Motion: the software finds common features and computes the camera position of each photo + a sparse point cloud. If this fails, something is wrong with overlap, sharpness or texture.
  3. Dense cloud / depth maps: a dense point cloud.
  4. Meshing: the points become a closed surface.
  5. Texturing: the original photos are projected onto the mesh.
LevelToolNotes (as of 2026)
BeginnerSmartphone app / PolycamAlignment + mesh run automatically in the cloud or on-device. Barely any settings.
IntermediateAgisoft Metashape 2.2 / RealityScan 2.1RealityScan (formerly RealityCapture) has been free since 2025 for hobbyists/studios under $1M revenue, very fast, but Windows-only. Metashape ~โ‚ฌ179 (Standard), cross-platform.
ProMeshroom 2025.1 / COLMAPMeshroom is open source (NVIDIA GPU needed for dense). COLMAP as a research-grade SfM reference, CLI-based.

Gaussian Splatting pipeline

  1. Frame extraction (for video) โ†’ individual images.
  2. Camera poses via SfM: COLMAP computes where each image was taken from. GUI tools like Postshot handle this internally.
  3. Training: millions of Gaussians are iteratively optimized (typically 15โ€“30 min on a current NVIDIA GPU, 30k training steps as a common guideline).
LevelToolNotes (as of 2026)
BeginnerScaniverse / Luma AIScaniverse (Niantic) trains for free right on the phone, no internet needed. Luma AI computes in the cloud.
IntermediatePostshot (Jawset)Windows GUI, free, trains 3DGS and NeRF locally, with live preview. Accepts photos and video directly.
ProNerfstudio (splatfacto)Python framework with a gsplat backend, full control. NVIDIA GPU with CUDA required.
โš ๏ธ Hardware: Gaussian Splatting training needs an NVIDIA GPU. Minimum about an RTX 3060 (8 GB VRAM), 12โ€“24 GB recommended for large scenes. AMD and Apple Silicon GPUs are not supported by CUDA training (exception: on-device apps like Scaniverse and experimental tools like Brush).

4. Phase 3 โ€” Cleanup IntermediatePro

A raw result โ‰  a finished asset. This is where hobby separates from pro.

Mesh cleanup (photogrammetry)

Splat cleanup (Gaussian Splatting)

๐Ÿ’ก Order tip: Always crop roughly with a box first, then hunt the remaining floaters with the brush. The other way around, you lose yourself in details you're about to crop away.

5. Phase 4 โ€” Export

The right format depends on where the result is going.

Photogrammetry meshes

FormatFor what
.objUniversal exchange, mesh + texture. Readable almost everywhere.
.fbxGame engines (Unity/Unreal), incl. rig/animation.
.glb / .gltfWeb and AR, compact, PBR material. The "JPEG of the 3D world".
.usd / .usdzFilm/VFX pipelines and Apple AR (USDZ).
.plyPure point clouds/meshes without a material system, e.g. for surveying.

Gaussian Splats BeginnerIntermediate

FormatFor what
.plyStandard raw output of training. Uncompressed, large (quickly >1 GB).
.splatSimple, compact web format (about 4โ€“6ร— smaller than PLY).
.spzNiantic's "Splat Zip", ~10ร— smaller than PLY at nearly the same quality (keeps full spherical harmonics). Used by Scaniverse, MIT license.
.sogSuperSplat format with maximum compression (~95%) and fast web decoding.

For web embedding, the Khronos Group has been standardizing two glTF extensions since 2025 (KHR_gaussian_splatting and SPZ compression), so splats are increasingly moving into the glTF ecosystem. Otherwise, browser-based viewers (SuperSplat) or integration into Unity/Unreal are enough to view and share them.

6. The most common pitfalls

ProblemCauseSolution
Alignment/SfM failsToo little overlap, out of focus, textureless surfacesMore photos, smaller angles, a higher-contrast environment; set masks if needed
Holes in the meshA missing angle, the underside never photographedReshoot the missing perspectives; flip the object and merge a second scan
Blurry/"smeared" textureMotion blur, changing lightShorter exposure/tripod, constant diffuse light
Glossy surface becomes full of holesReflections confuse the matchingCross-polarization or matting spray
Turntable scan "smears"The background rotates relative to the objectMask out the background so only the object counts
3DGS full of floaters/"fog"Too few viewpoints, inconsistent lightCapture more densely, fix the light, then clean up in SuperSplat
Training aborts (out of memory)Too little VRAM for the scene sizeReduce resolution/splat count or use a larger GPU

Now go deeper

This page is the overview. There's a detailed tutorial for each of the two techniques: