Put simply, because theres a budget for it and it makes the process of creating digi doubles a bit easier. Not 'really' easy but a likeness is gained alot quicker.On the 3d scans I wonder why such a big film is using that process.
Well on a film, any film, you will want it as near as damn it, otherwise it will keep coming back for correcting or we'd all be sticking in generic characters and saying, 'yeah thats supposed to be Vin Diesel we just removed the hair....' Also the point of the scan data is to provide you with a best possible result, then the photo ref taken is used for textures and other additions to the process. The rest is down to the skills of the artist.How real you wish to make it is up to you.
A few are written in Java, but most are in C. Each one is a console application.Did you write the 3d scanner from scratch? A c++ app? Just curious. With the interface did you utilize a GUI library or run it solely as a console app?
Some of them are robust to them, while others make the assumption that the objects are strictly lambertian.Does it still have many issues with BRDF's that aren't lambertian?
Some are auto-calibrating, some need no calibration, while others require extensive calibration. A normal structured light application usually needs both intrinsic and extrinsic calibration, as well as gamma calibration. A coaxial setup is an example of a setup that needs no calibration.Are you setting up a grid and calibrating the camera off reference points?