Pick 4D or 3D ground
There are two ground tools in the editor. They behave identically — the same Generate, the same clean-up tools, the same shortcuts, the same undo — and differ only in how many surfaces they build.
Pick 3D when a sequence’s LiDAR calibration is poor. Combining frames that disagree with each other smears the ground into a blur that is useless for snapping — but each frame on its own is still perfectly good, so a per-frame surface stays accurate exactly where you use it.
If a frame has its own surface, snapping uses that; otherwise it falls back to the 4D surface. You can have both on the same sequence.
When to Use
Use Ground Reconstruction when:- You are annotating a LiDAR point cloud sequence
- You want cuboids or polyline points to sit on the ground automatically
- A downstream tool needs height-above-ground (e.g. separating objects from the road)
Generate the surface
- Open a LiDAR sequence and pick Edit ground (4D) or Edit ground (3D, per frame).
- Choose an Algorithm:
- Cloth simulation (continuous) — the default. Imagine dropping a cloth over the scene from below: it drapes over the real ground and ignores cars, people, and trees. Best for roads and outdoor scenes.
- Grid (per-cell, fast) — quicker, and good when your points are dense and the ground is fairly flat.
- Press Generate ground.
- Generate visible — rebuilds every frame that is currently visible. It reconstructs one frame at a time, so the sheet counts Reconstructing frame 3 of 40… as it goes.
- Generate frame — rebuilds only the frame you are looking at. Use it to redo a single frame that came out wrong, without touching the rest.
Clean it up
Five tools, all undoable. They work the same in both tools — with one difference that matters in 3D: Suppress spikes — one click. Pulls cells that stick up or down oddly back onto the surface. A slider appears: Apply to keep, Cancel to discard. Trim unsupported ground — one click. Removes the “skirt”: surface the computer guessed at where there were no actual LiDAR points. The fastest way to delete ground floating out into empty space. Also has a slider, with Apply / Cancel. Erase (X) — draw a loop around ground you do not want; it disappears on release. The tool stays open, so keep erasing. To move the camera, switch to Navigate (or press Space), orbit, then switch back to Lasso.
Fill (G) — the opposite. Draw a loop around a hole and it fills in using the real ground nearby. Two settings: Direction (how many directions each hole searches) and distance (how far it looks). Widen them if holes refuse to fill.
Brush (B) — sculpt by hand. Drag over the surface to push it around. A shaded disc shows exactly which area the brush will affect.
Press and hold without moving and the brush keeps applying to the same spot — useful for one stubborn bump. Strength sets how far each stroke moves the ground; the radius sets how wide the brush is. A flat/feathered option controls the edge: feathered fades out (softer, natural), flat moves the whole circle equally (good for deliberate steps). Each stroke is one undo step.
Snap annotations to the ground
Turn on the ground snap toggle and cuboids and 3D/4D polyline points sit down onto the surface as you place and move them. Turn it off any time — it does not change anything already placed.Save
Saving takes two steps, and it is easy to stop after the first.- Press Done to finish with the ground tool. This closes the tool and keeps your work, but nothing has been stored yet.
- Press Save and submit. This is what stores the ground.
Shortcuts
B, G and X work from anywhere, so you can jump straight from erasing to filling without returning to the toolbar. 7/8/9 only act while the Brush is open and you are not mid-stroke.
Fill is G rather than F because F is the browser’s full-screen key.
Your usual keys keep working: W A S D Q E fly the camera, 1/2/3 change point-cloud colouring, and anything with Ctrl / ⌘ / Shift / Alt (like undo) is never intercepted.
While a Suppress spikes or Trim unsupported ground slider panel is open, all of the above are switched off — finish with Apply or Cancel first.
Common Mistakes
Related Tools
- 3D Cuboid — Snaps to the ground surface you build here
- 3D Polyline — Waypoints also snap to the ground
- Segmentation — For pixel-level semantic labels