This page shows advanced options to customize your Open3D build. For quick start, see Compiling from source.
We use pybind11 to build the Python binding. It tries to automatically detect the installed version of Python and link against that. When this fails, or when there are multiple versions of Python and it finds the wrong one, delete CMakeCache.txt and then invoke CMake as follows:
cmake -DPYTHON_EXECUTABLE:FILEPATH=<path-to-python-executable> ../src
Python binding issues can also refer to pybind11 document page.
If you do not want Python binding, turn off the compilation options
On Windows, all dependent libraries are built from source code. Dependencies are included in
On Linux and OS X, the default behavior of Open3D is to find packages installed on the OS and link to them. If the required package(s) is not found, it is built from source code. This avoids compilation of dependent libraries as much as possible, and thus significantly reduces compilation time. However, sometimes there can be compatibility issues due to version conflict. In this case, you can manual turn off the compilation option
Open3D_USE_NATIVE_DEPENDENCY_BUILD to force building dependent libraries from source code:
cmake -DOpen3D_USE_NATIVE_DEPENDENCY_BUILD=OFF ../src
We automatically detect if the C++ compiler supports OpenMP and compile Open3D with it if the compilation option
ON. OpenMP can greatly accelerate computation on a multi-core CPU.
The default LLVM compiler on OS X does not support OpenMP. A workaround is to install a C++ compiler with OpenMP support, such as gcc, then use it to compile Open3D. For example, starting from a clean build directory, run
brew install gcc --without-multilib cmake -DCMAKE_C_COMPILER=gcc-6 -DCMAKE_CXX_COMPILER=g++-6 ../src make -j
This workaround has some compatibility issues with the source code of GLFW included in
src/External. Make sure Open3D is linked against GLFW installed on the OS.
pip install sphinx sphinx-autobuild sphinx-rtd-theme make html