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Hi! Thank you for your excellent work. I have a few questions.
I noticed that in the official Python implementation, the model-based approach does not require a texture map (instead, it uses a simple method to generate one internally), and it achieved good results on my test data.
However, in your C++ implementation, a texture map is required. I tried using solid colors, UV unwrapped maps, and even aligned the implementation with the official Python version, but I found that different maps had a significant impact on the results. Moreover, none of them performed as well as the Python version directly. Could this be due to FP16 quantization?
I’m quite confused.
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