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<h1><IMG style="WIDTH: 400px; HEIGHT: 65px" alt=MeshLab src="meshlab.png" ></h1>
<p class=body>MeshLab is an open source portable and
extendible system for the processing and editing of unstructured 3D triangular
meshes. <br>The system is aimed to help the processing of
the typical not-so-small unstructured models arising in 3D scanning, providing a
set of tools for editing, cleaning, healing, inspecting, rendering and
converting this kind of meshes.<br><br>
The project is supported by the
European Network of Excellence <a href="http://www.epoch-net.org/">Epoch</a> <br><br>
The system is heavily
based on the <a href="http://vcg.sourceforge.net">VCG
library</a> developed at the <a href="http://vcg.isti.cnr.it">Visual Computing Lab</a> of <A href="www.isti.cnr.it" >ISTI - CNR</A>, for all the
core mesh processing tasks. The MeshLab system started as a part of the <a
href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0506/index.html">FGT</a> course of the <A href="www.di.unipi.it" >Computer Science</A>
department of University of Pisa and most of the code (~15k
lines) of the first versions was written by a handful of <A href="#Developers">students</A>. &nbsp;</p>
<p class=body><a style="FONT-WEIGHT: normal"
href="http://sourceforge.net/project/showfiles.php?group_id=149444"></a></p>
<p class=body><a style="FONT-WEIGHT: normal"
href="http://sourceforge.net/project/showfiles.php?group_id=149444">Download </a><a style="FONT-WEIGHT: normal"
href="http://sourceforge.net/project/showfiles.php?group_id=149444">Latest Version (22/6/2006)&nbsp;<span
style="FONT-WEIGHT: bold; FONT-STYLE: italic">
V0.7</span></a><span style="FONT-WEIGHT: bold; FONT-STYLE: italic">&nbsp;</span></p><br>
<p class=body>Remember that, whenever you use MeshLab in a
official/commercial project, you should feel <a
style="FONT-WEIGHT: bold; FONT-STYLE: italic"
href="http://en.wikipedia.org/wiki/Obligation">morally
obligated</a><span style="FONT-WEIGHT: bold; FONT-STYLE: italic"> </span>to:</p>
<ul>
<li>Explicitly cite in your work that you have used MeshLab a tool developed with the support of the <a href="http://www.epoch-net.org/">Epoch</a> NOE,
<li>Post a couple of lines in the <a
href="http://sourceforge.net/forum/forum.php?forum_id=499532"
>users' forum</a> describing the project where MeshLab was
used. </li></ul>
<h2><a name=Features></a>Features</h2>
<ul>
<li>Interactive selection and deletion of portion of the
mesh. Even for large models.
<LI>Input/output in many formats (PLY, STL, OFF, OBJ, 3DS)
<li>Extendible plugins based architecture, writing new
mesh processing functions, colorization filters and support for different file
formats is quite easy (look at this code <a
href="http://meshlab.sourceforge.net/filter.html"
>sample</a>)
<li>Cleaning Filters:
<ul>
<li>removal of duplicated, unreferenced vertices, null
faces </li></ul>
<ul>
<li>subdivision filters (midpoint, loop and butterfly)
<li>coherent normal unification and flipping </li></ul>
<li>OpenGL Shader based rendering (write your own
shader!) compatible with Shader Designer
<li>Large rendering (up to 16k x 16k) for high quality
printing
<li>Various Colorization/inspecting Filters
<ul>
<li>Gaussian and mean curvature
<li>Border edges
<li>Non two-manifold faces</li>
</ul>
<LI> The history of the all performed cleaning/editing
actions can be re-played on different meshes or saved and for archival
purposes.</LI>
</ul>
Bug reports and feature requests should be filed using
the sourceforge <a href="http://sourceforge.net/tracker/?group_id=149444">service -&gt;</a><br>General questions
can be posted on the <a
href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums</a><A href="../../../Documents%20and%20Settings/Paolo%20Cignoni/Epoch_3D_WebService_Setup_1.2.5.exe" ></A>
<h2>ScreenShots</h2>
<table style="WIDTH: 100%; TEXT-ALIGN: left" cellSpacing=2 cellPadding=2
border=1>
<tbody>
<tr>
<td colSpan=2>Snapshots taken from MeshLab v 0.7
</td></tr>
<tr>
<td><A href="Edzna_edit_0.png" ><IMG alt="" src="Edzna_edit_0.small.png" ></A>
<A href="Edzna_edit_1.png" ><IMG alt="" src="Edzna_edit_1.small.png" ></A>
<A href="Edzna_edit_2.png" ><IMG alt="" src="Edzna_edit_2.small.png" ></A>
</td>
<td>An interactive editing session over the a mesh built a using geometry-from-photo-sequence reconstruction tool developed withing the EPOCH framework.
An unwanted part of the mesh is selected and deleted. Original
mesh courtesy of the Epoch network. </td></tr>
<tr>
<td><A href="david_edit1.png" ><IMG alt="" src="david_edit1.small.png" ></A> <A href="david_edit2.png" ><IMG alt="" src="david_edit2.small.png" ></A> <A href="david_edit3.png" ><IMG alt="" src="david_edit3.small.png" ></A></td>
<td>An interactive editing session over the 8M tri
David model. The bottom part of the mesh is selected and deleted. Original
mesh courtesy of <a
href="http://www-graphics.stanford.edu/data/dmich-public/"
>Stanford Digital Michelangelo Project</a>. </td></tr>
<tr>
<td><A href="Laurana50k_hatch.jpg" ><IMG alt="" src="Laurana50k_hatch.small.png"></A></td>
<td>One example of real time NPR rendering using a
hatching style implemented through a OpenGL shader. The shader was used to
create the high res snapshot (2282x2942). </td></tr>
<tr>
<td colSpan=2>Snapshots taken from MeshLab v 0.6
</td></tr>
<tr>
<td><A href="Meshlab_XRay.png" ><IMG alt="" src="Meshlab_XRay.small.png" ></A> <A href="Meshlab_NPR.png" ><IMG alt="" src="Meshlab_NPR.small.png" ></A></td>
<td>A couple of examples of a OpenGL shaders applied
over a 3.7 Mtri model (courtesy of <A href="http://www.aimatshape.net"
>Aim@Shape</A> Shape repository).. </td></tr>
<tr>
<td colSpan=2>Snapshots taken from MeshLab v 0.5
</td></tr>
<tr>
<td><A href="SnapMeshLab.thai.jpg" ><IMG alt="" src="SnapMeshLab.thai.small.jpg" ></A></td>
<td>A 10,000,000 face model successfully loaded and
ready for inspecting.&nbsp;3D Model of a Thai statue courtesy&nbsp;of<a
href="http://www.xyzrgb.com/"> XYZ RGB inc.</a>
provided by the <a href="http://www-graphics.stanford.edu/data/3Dscanrep/"
>Stanford 3D Scanning Repository</a>.<a
href="http://www.xyzrgb.com/"></a> </td></tr>
<tr>
<td><A href="SnapMeshLab_David.jpg" ><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 206px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px" alt="" src="SnapMeshLab_David.small.jpg" ></A></td>
<td>A textured ply model of the well known
Michelangelo David, original mesh courtesy of <a
href="http://www-graphics.stanford.edu/data/dmich-public/"
>Stanford Digital Michelangelo Project</a>, texturing
done by&nbsp; <a href="http://vcg.isti.cnr.it/"
>Visual Computing Lab ISTI - CNR </a>&nbsp;through
integration of photos taken during the <a
href="http://vcg.isti.cnr.it/projects/davidrestoration/restaurodavid.htm"
>Restoration of the David.</a></td></tr>
<tr>
<td><A href="SnapMeshLab.elephant.jpg" ><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 281px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px" alt="" src="SnapMeshLab.elephant.small.jpg" ></A></td>
<td>A model with self intersecting faces detected by
MeshLab colored in red. Mesh courtesy of the Aim@Shape &nbsp;<a
href="http://shapes.aim-at-shape.net/index.php">Shape
Repository.</a></td></tr>
<tr>
<td><A href="SnapMeshLab.brain.jpg" ><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 281px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px" alt="" src="SnapMeshLab.brain.small.jpg" ></A></td>
<td>A&nbsp;model with border edges&nbsp;colored in
blue.&nbsp;Mesh courtesy of the &nbsp;<a
href="http://shapes.aim-at-shape.net/index.php">Shape
Repository </a>of Aim@Shape.</td></tr>
<tr>
<td><a
href="http://sourceforge.net/project/showfiles.php?group_id=149444&amp;package_id=165026&amp;release_id=383433"
><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 113px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px" alt="" src="SnapshotModel.Thai.small.jpg" ></a><IMG alt="" src="SnapshotModel.Thai.detail.jpg" ></td>
<td>A high resolution snapshot (4400x9110) taken with
MeshLab of the 10 Mtri 3D model of the above cited Thai
statuette.&nbsp;The snapshot is a 17Mb png, so you can <a
href="http://sourceforge.net/project/showfiles.php?group_id=149444&amp;package_id=165026&amp;release_id=383433"
>download</a> it using the sourceforge file
distribution system. On the right you can see a very small portion of the
orginal sample just to give you an idea of the quality of a 40
Mpix&nbsp;image. </td></tr>
<tr>
<td><IMG alt="" src="David8M.small.jpg" ><IMG alt="" src="David8M.detail.jpg" ></td>
<td>An high resolution rendering (3200x6424) taken
with MeshLab of the 8 Mtri model of the Michelangelo David. Original mesh
courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/"
>Stanford Digital Michelangelo Project</a>. The model
is interactively rendered using a pre-computed ambient occlusion term
computed with the open source <a
href="http://vcg.sourceforge.net/tiki-index.php?page=ShadeVis"
>ShadeVis</a> tool. On the right you can see a very
small portion of the original rendering just to give you an idea of the
quality of the original 20 Mpix&nbsp;image.</td></tr></tbody></table>
<h2><a name=Developers></a>Developers</h2>
<ul>
<li>Designer: <a href="http://vcg.isti.cnr.it/%7Ecignoni"
>Paolo Cignoni</a>
<li>Filtering Plugins:
<ul>
<li>Mario Latronico [<b
>latronic</b>], Andrea Venturi [<b
>giec</b>] </li></ul>
<li>Interface Framework
<ul>
<li>Alessio Mochi [<b
>mochi</b>], Daniele Vacca [<b
>glVertex</b>], Davide Portelli [<b
>portelli</b>] </li></ul>
<li>Rendering Modes
<ul>
<li>Francesco Vannini [<b
>vannini</b>], Giorgio Gangemi [<b>ggangemi</b>] </li></ul>
<li>IO filters:
<ul>
<li>Andrea Buzzelli [<b>buzzelli</b>], Guido Ranzuglia [<b>granzuglia</b>], Federico Mazzanti [<b
>fmazzant</b>] </li>
</ul>
<li>Linux Porting and Epoch integration:
<ul>
<li>Maarten Vergauwen [<b>zifnab1974</b>]</li>
</ul>
</li></ul>
<h2><a name=History></a>History</h2>
<UL>
<LI><i>22/06/2006</i> V 0.7 Release
<span class=shown id=_no_V07><font size=-1
><A href="javascript:showNow('_V07');hideNow('_no_V07');" ><b
>[details]</b></A></font> </span><span class=hidden
id=_V07><A href="javascript:showNow('_no_V07');hideNow('_V07');" ><b
>[hide]</b></A></FONT> <font color=#777777 size=-1
><pre> Selection and Editing of large meshes is now possible!
</script>
</head>
<body>
<div id="leftcontent">
<h1><IMG style="WIDTH: 400px; HEIGHT: 65px" alt="MeshLab" src="meshlab.png"></h1>
<p class="body">MeshLab is an open source portable and extendible system for the
processing and editing of unstructured 3D triangular meshes.
<br>
The system is aimed to help the processing of the typical not-so-small
unstructured models arising in 3D scanning, providing a set of tools for
editing, cleaning, healing, inspecting, rendering and converting this kind of
meshes.<br>
<br>
The project is supported by the European Network of Excellence <a href="http://www.epoch-net.org/">
Epoch</a>
<br>
<br>
The system is heavily based on the <a href="http://vcg.sourceforge.net">VCG library</a>
developed at the <a href="http://vcg.isti.cnr.it">Visual Computing Lab</a> of <A href="www.isti.cnr.it">
ISTI - CNR</A>, for all the core mesh processing tasks. The MeshLab system
started as a part of the <a href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0506/index.html">
FGT</a> course of the <A href="www.di.unipi.it">Computer Science</A> department
of University of Pisa and most of the code (~15k lines) of the first versions
was written by a handful of <A href="#Developers">students</A>. &nbsp;</p>
<p class="body"><a style="FONT-WEIGHT: normal" href="http://sourceforge.net/project/showfiles.php?group_id=149444"></a></p>
<p class="body"><a style="FONT-WEIGHT: normal" href="http://sourceforge.net/project/showfiles.php?group_id=149444">Download
</a><a style="FONT-WEIGHT: normal" href="http://sourceforge.net/project/showfiles.php?group_id=149444">
Latest Version (22/6/2006)&nbsp;<span style="FONT-WEIGHT: bold; FONT-STYLE: italic">
V0.7</span></a><span style="FONT-WEIGHT: bold; FONT-STYLE: italic">&nbsp;</span></p>
<br>
<p class="body">Remember that, whenever you use MeshLab in a official/commercial
project, you should feel <a style="FONT-WEIGHT: bold; FONT-STYLE: italic" href="http://en.wikipedia.org/wiki/Obligation">
morally obligated</a><span style="FONT-WEIGHT: bold; FONT-STYLE: italic"></span>to:</p>
<ul>
<li>
Explicitly cite in your work that you have used MeshLab a tool developed with
the support of the <a href="http://www.epoch-net.org/">Epoch</a>
NOE,
<li>
Post a couple of lines in the <a href="http://sourceforge.net/forum/forum.php?forum_id=499532">
users' forum</a> describing the project where MeshLab was used.
</li>
</ul>
<h2><a name="Features"></a>Features</h2>
<ul>
<li>
Interactive selection and deletion of portion of the mesh. Even for large
models.
<LI>
Input/output in many formats (PLY, STL, OFF, OBJ, 3DS)
<li>
Extendible plugins based architecture, writing new mesh processing functions,
colorization filters and support for different file formats is quite easy (look
at this code <a href="http://meshlab.sourceforge.net/filter.html">sample </a>,
<a href="C:\meshlab\web\sampleplugins.zip">samplePlugins</a>
</li>
)
<li>
Cleaning Filters:
<ul>
<li>
removal of duplicated, unreferenced vertices, null faces
</li>
</ul>
<ul>
<li>
subdivision filters (midpoint, loop and butterfly)
<li>
coherent normal unification and flipping
</li>
</ul>
<li>
OpenGL Shader based rendering (write your own shader!) compatible with Shader
Designer
<li>
Large rendering (up to 16k x 16k) for high quality printing
<li>
Various Colorization/inspecting Filters
<ul>
<li>
Gaussian and mean curvature
<li>
Border edges
<li>
Non two-manifold faces</li>
</ul>
<LI>
The history of the all performed cleaning/editing actions can be re-played on
different meshes or saved and for archival purposes.</LI>
</ul>
Bug reports and feature requests should be filed using the sourceforge <a href="http://sourceforge.net/tracker/?group_id=149444">
service -&gt;</a><br>
General questions can be posted on the <a href="http://sourceforge.net/forum/forum.php?forum_id=499533">
help public forums</a><A href="../../../Documents%20and%20Settings/Paolo%20Cignoni/Epoch_3D_WebService_Setup_1.2.5.exe"></A>
<h2>ScreenShots</h2>
<table style="WIDTH: 100%; TEXT-ALIGN: left" cellSpacing="2" cellPadding="2" border="1">
<tbody>
<tr>
<td colSpan="2">Snapshots taken from MeshLab v 0.7
</td>
</tr>
<tr>
<td><A href="Edzna_edit_0.png"><IMG alt="" src="Edzna_edit_0.small.png"></A> <A href="Edzna_edit_1.png">
<IMG alt="" src="Edzna_edit_1.small.png"></A> <A href="Edzna_edit_2.png"><IMG alt="" src="Edzna_edit_2.small.png"></A>
</td>
<td>An interactive editing session over the a mesh built a using
geometry-from-photo-sequence reconstruction tool developed withing the EPOCH
framework. An unwanted part of the mesh is selected and deleted. Original mesh
courtesy of the Epoch network.
</td>
</tr>
<tr>
<td><A href="david_edit1.png"><IMG alt="" src="david_edit1.small.png"></A> <A href="david_edit2.png">
<IMG alt="" src="david_edit2.small.png"></A> <A href="david_edit3.png"><IMG alt="" src="david_edit3.small.png"></A></td>
<td>An interactive editing session over the 8M tri David model. The bottom part of
the mesh is selected and deleted. Original mesh courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/">
Stanford Digital Michelangelo Project</a>.
</td>
</tr>
<tr>
<td><A href="Laurana50k_hatch.jpg"><IMG alt="" src="Laurana50k_hatch.small.png"></A></td>
<td>One example of real time NPR rendering using a hatching style implemented
through a OpenGL shader. The shader was used to create the high res snapshot
(2282x2942).
</td>
</tr>
<tr>
<td colSpan="2">Snapshots taken from MeshLab v 0.6
</td>
</tr>
<tr>
<td><A href="Meshlab_XRay.png"><IMG alt="" src="Meshlab_XRay.small.png"></A> <A href="Meshlab_NPR.png">
<IMG alt="" src="Meshlab_NPR.small.png"></A></td>
<td>A couple of examples of a OpenGL shaders applied over a 3.7 Mtri model
(courtesy of <A href="http://www.aimatshape.net">Aim@Shape</A> Shape
repository)..
</td>
</tr>
<tr>
<td colSpan="2">Snapshots taken from MeshLab v 0.5
</td>
</tr>
<tr>
<td><A href="SnapMeshLab.thai.jpg"><IMG alt="" src="SnapMeshLab.thai.small.jpg"></A></td>
<td>A 10,000,000 face model successfully loaded and ready for inspecting.&nbsp;3D
Model of a Thai statue courtesy&nbsp;of<a href="http://www.xyzrgb.com/"> XYZ RGB
inc.</a> provided by the <a href="http://www-graphics.stanford.edu/data/3Dscanrep/">
Stanford 3D Scanning Repository</a>.<a href="http://www.xyzrgb.com/"></a>
</td>
</tr>
<tr>
<td><A href="SnapMeshLab_David.jpg"><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 206px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px"
alt="" src="SnapMeshLab_David.small.jpg"></A></td>
<td>A textured ply model of the well known Michelangelo David, original mesh
courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/">Stanford
Digital Michelangelo Project</a>, texturing done by&nbsp; <a href="http://vcg.isti.cnr.it/">
Visual Computing Lab ISTI - CNR </a>&nbsp;through integration of photos
taken during the <a href="http://vcg.isti.cnr.it/projects/davidrestoration/restaurodavid.htm">
Restoration of the David.</a></td>
</tr>
<tr>
<td><A href="SnapMeshLab.elephant.jpg"><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 281px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px"
alt="" src="SnapMeshLab.elephant.small.jpg"></A></td>
<td>A model with self intersecting faces detected by MeshLab colored in red. Mesh
courtesy of the Aim@Shape &nbsp;<a href="http://shapes.aim-at-shape.net/index.php">Shape
Repository.</a></td>
</tr>
<tr>
<td><A href="SnapMeshLab.brain.jpg"><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 281px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px"
alt="" src="SnapMeshLab.brain.small.jpg"></A></td>
<td>A&nbsp;model with border edges&nbsp;colored in blue.&nbsp;Mesh courtesy of the
&nbsp;<a href="http://shapes.aim-at-shape.net/index.php">Shape Repository </a>of
Aim@Shape.</td>
</tr>
<tr>
<td><a href="http://sourceforge.net/project/showfiles.php?group_id=149444&amp;package_id=165026&amp;release_id=383433"><IMG style="BORDER-RIGHT: 0px solid; BORDER-TOP: 0px solid; BORDER-LEFT: 0px solid; WIDTH: 113px; BORDER-BOTTOM: 0px solid; HEIGHT: 233px"
alt="" src="SnapshotModel.Thai.small.jpg"></a><IMG alt="" src="SnapshotModel.Thai.detail.jpg"></td>
<td>A high resolution snapshot (4400x9110) taken with MeshLab of the 10 Mtri 3D
model of the above cited Thai statuette.&nbsp;The snapshot is a 17Mb png, so
you can <a href="http://sourceforge.net/project/showfiles.php?group_id=149444&amp;package_id=165026&amp;release_id=383433">
download</a> it using the sourceforge file distribution system. On the
right you can see a very small portion of the orginal sample just to give you
an idea of the quality of a 40 Mpix&nbsp;image.
</td>
</tr>
<tr>
<td><IMG alt="" src="David8M.small.jpg"><IMG alt="" src="David8M.detail.jpg"></td>
<td>An high resolution rendering (3200x6424) taken with MeshLab of the 8 Mtri model
of the Michelangelo David. Original mesh courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/">
Stanford Digital Michelangelo Project</a>. The model is interactively
rendered using a pre-computed ambient occlusion term computed with the open
source <a href="http://vcg.sourceforge.net/tiki-index.php?page=ShadeVis">ShadeVis</a>
tool. On the right you can see a very small portion of the original rendering
just to give you an idea of the quality of the original 20 Mpix&nbsp;image.</td>
</tr>
</tbody></table>
<h2><a name="Developers"></a>Developers</h2>
<ul>
<li>
Designer: <a href="http://vcg.isti.cnr.it/%7Ecignoni">Paolo Cignoni</a>
<li>
Filtering Plugins:
<ul>
<li>
Mario Latronico [<b>latronic</b>], Andrea Venturi [<b>giec</b>], Elisa Cerisoli
[<b>e_cerisoli</b>]
</li>
</ul>
<li>
Interface Framework
<ul>
<li>
Alessio Mochi [<b>mochi</b>], Daniele Vacca [<b>glVertex</b>], Davide Portelli
[<b>portelli</b>]
</li>
</ul>
<li>
Rendering Modes
<ul>
<li>
Francesco Vannini [<b>vannini</b>], Giorgio Gangemi [<b>ggangemi</b>]
</li>
</ul>
<li>
IO filters:
<ul>
<li>
Andrea Buzzelli [<b>buzzelli</b>], Guido Ranzuglia [<b>granzuglia</b>],
Federico Mazzanti [<b>fmazzant</b>]
</li>
</ul>
<li>
Linux Porting and Epoch integration:
<ul>
<li>
Maarten Vergauwen [<b>zifnab1974</b>]</li>
</ul>
</li>
</ul>
<h2><a name="History"></a>History</h2>
<UL>
<LI>
<i>22/06/2006</i> V 0.7 Release
<span class="shown" id="_no_V07">
<font size="-1"><A href="javascript:showNow('_V07');hideNow('_no_V07');"><b>[details]</b></A></font>
</span><span class="hidden" id="_V07"><A href="javascript:showNow('_no_V07');hideNow('_V07');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre> Selection and Editing of large meshes is now possible!
Recording and replaying of history of filters
Filter classes restructured (now filters are assigned to different submenus)
Rewrote of Clustering simplification algorithms
@ -242,14 +282,13 @@ border=1>
Better choice of initial modes
Automatic Installer for windows
No more intrusive progress bars
</pre></font></span>
<LI><i>12/03/2006</i> V 0.6 Release
<span class=shown id=_no_V06><font size=-1
><A href="javascript:showNow('_V06');hideNow('_no_V06');" ><b
>[details]</b></A></font> </span><span class=hidden
id=_V06><A href="javascript:showNow('_no_V06');hideNow('_V06');" ><b
>[hide]</b></A></FONT> <font color=#777777 size=-1
><pre> General issues
</pre>
</font></span>
<LI>
<i>12/03/2006</i> V 0.6 Release
<span class="shown" id="_no_V06">
<font size="-1"><A href="javascript:showNow('_V06');hideNow('_no_V06');"><b>[details]</b></A></font>
</span><span class="hidden" id="_V06"><A href="javascript:showNow('_no_V06');hideNow('_V06');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre> General issues
- Slight code restyling in order to reduce the lines of code
- Command line execution now works correctly
- Better managing of optional mesh datas
@ -285,43 +324,45 @@ border=1>
- Better scalable fonts
- Quick help on screen (Press F1)
- About plugin restyled
</pre></font></span>
<li><i>13/01/2006</i> V 0.5 Release
<span class=shown id=_no_V05><font size=-1
><A href="javascript:showNow('_V05');hideNow('_no_V05');" ><b
>[details]</b></A></font> </span><span class=hidden
id=_V05><A href="javascript:showNow('_no_V05');hideNow('_V05');" ><b
>[hide]</b></A></FONT> <font color=#777777 size=-1
><pre>
</pre>
</font></span>
<li>
<i>13/01/2006</i> V 0.5 Release
<span class="shown" id="_no_V05">
<font size="-1"><A href="javascript:showNow('_V05');hideNow('_no_V05');"><b>[details]</b></A></font>
</span><span class="hidden" id="_V05"><A href="javascript:showNow('_no_V05');hideNow('_V05');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre>
* General issues<br> - Switched to qt4.1<br> - Corrected Trackball panning<br> - Safer initialization of color data<br> - Better memory management (removed HUGE memory leaks...)<br> - Meshlab icon and logo<br> - About plugin Dialog<br><br>* Plugin System<br> - Filters:<br> Invert Faces<br> - Colorize:<br> Logging mesh curvature info<br> Rewritten code to follow coding conventions<br> Mean Curvature<br> Color non Manifold (now sets colorPerVert)<br> Moved mean and gaussian curvature functions into color_curvature.h <br> - Normals restyled<br> - Import/Export:<br> Managing error messages if saving fails<br> .3DS Imporer first rough implementation<br> .3DS Export Standardization, saves vertexes and faces + color per face<br> .3DS Export introduced materials managing<br> .OBJ Import solved some bugs during file import<br> .OBJ Export higly improved speed<br><br> <br>* User Interface<br> - Clipping planes now can be moved via CTRL+SHIFT+mouse wheel<br> - Vertigo FOV with CTRL+mouse wheel<br> - Icons restyled (transparent)<br> - Changed snapshot toolbar icon<br> - Reapply last filter command<br> - Reload command<br> - About dialog restyled<br> - CTRL+Tab switch to next opened window<br> - CTRL+F4 close current file<br> - Fonts ok
</pre></font></span>
<li><i>24/12/2005</i> V 0.4 Release
<span class=shown id=_no_V04><font size=-1
><A href="javascript:showNow('_V04');hideNow('_no_V04');" ><b
>[details]</b></A></font> </span><span class=hidden
id=_V04><A href="javascript:showNow('_no_V04');hideNow('_V04');" ><b
>[hide]</b></A></FONT> <font color=#777777 size=-1
><pre>* Plugin System<br> - Improved PluginSystem<br> - Improved shaders support (based on Typhoon Labs shaders)<br> - Filtering: Customizable filters thru dialogs<br> - Filters:<br> Laplacian smooth<br> MidPoint Subdivision<br> Re-orient<br> Decimator<br> - Editing (No editing tools available)<br> - Colorize:<br> Self intersection<br> Border<br> - Import/Export:<br> obj File Format (Customizable export thru dialog)<br> off File Format<br> stl File Format<br> 3ds File Format<br> - Decoration:<br> Show Axis<br> Show Box Corners<br><br>* User Interface<br> - Bugless progress bar<br> - About Plugin dialog<br> - Logging
</pre></font></span>
<li><i>07/12/2005</i> V 0.3 Release
<span class=shown id=_no_V03><font size=-1
><A href="javascript:showNow('_V03');hideNow('_no_V03');" ><b
>[details]</b></A></font> </span><span class=hidden
id=_V03><A href="javascript:showNow('_no_V03');hideNow('_V03');" ><b
>[hide]</b></A></FONT> <font color=#777777 size=-1
><pre>* Plugin System<br> - Complete restyling of plugin architecture<br> - Color: None, Per Vertex, Per Face<br> - Color: Support for shaders (wow!). Provided toon shader sample.<br> - Filtering: Remove Null Faces<br> - Filtering: Butterfly &amp; Loop optimized<br> - Decorize: New plugin class<br> - Import/Export: Obj file format integrated on standard user interface<br><br>* User Interface<br> - Info Panel:<br> Showing some mesh info (numTri&amp;numFaces)<br> Showing fps<br> - Shortcut for some frequently used actions<br> - Trackball hidable<br> - Option dialog:<br> Background colors (Top&amp;Bottom)<br> Log Area color<br> - Progress bar<br> - RenderModes: Textures<br> - Fullscreen<br> - Cycle thru opened windows with Next button<br> - About dialog
</pre></font></span>
<li><i>27/11/2005</i> V 0.2 Release
<li><i>15/11/2005</i> V 0.1 Release
<li><i>17/10/2005</i> Committed first rough framework. The development has just begun...</li> </UL>
<P><br>
</P>
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</pre>
</font></span>
<li>
<i>24/12/2005</i> V 0.4 Release
<span class="shown" id="_no_V04">
<font size="-1"><A href="javascript:showNow('_V04');hideNow('_no_V04');"><b>[details]</b></A></font>
</span><span class="hidden" id="_V04"><A href="javascript:showNow('_no_V04');hideNow('_V04');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre>* Plugin System<br> - Improved PluginSystem<br> - Improved shaders support (based on Typhoon Labs shaders)<br> - Filtering: Customizable filters thru dialogs<br> - Filters:<br> Laplacian smooth<br> MidPoint Subdivision<br> Re-orient<br> Decimator<br> - Editing (No editing tools available)<br> - Colorize:<br> Self intersection<br> Border<br> - Import/Export:<br> obj File Format (Customizable export thru dialog)<br> off File Format<br> stl File Format<br> 3ds File Format<br> - Decoration:<br> Show Axis<br> Show Box Corners<br><br>* User Interface<br> - Bugless progress bar<br> - About Plugin dialog<br> - Logging
</pre>
</font></span>
<li>
<i>07/12/2005</i> V 0.3 Release
<span class="shown" id="_no_V03">
<font size="-1"><A href="javascript:showNow('_V03');hideNow('_no_V03');"><b>[details]</b></A></font>
</span><span class="hidden" id="_V03"><A href="javascript:showNow('_no_V03');hideNow('_V03');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre>* Plugin System<br> - Complete restyling of plugin architecture<br> - Color: None, Per Vertex, Per Face<br> - Color: Support for shaders (wow!). Provided toon shader sample.<br> - Filtering: Remove Null Faces<br> - Filtering: Butterfly &amp; Loop optimized<br> - Decorize: New plugin class<br> - Import/Export: Obj file format integrated on standard user interface<br><br>* User Interface<br> - Info Panel:<br> Showing some mesh info (numTri&amp;numFaces)<br> Showing fps<br> - Shortcut for some frequently used actions<br> - Trackball hidable<br> - Option dialog:<br> Background colors (Top&amp;Bottom)<br> Log Area color<br> - Progress bar<br> - RenderModes: Textures<br> - Fullscreen<br> - Cycle thru opened windows with Next button<br> - About dialog
</pre>
</font></span>
<li>
<i>27/11/2005</i>
V 0.2 Release
<li>
<i>15/11/2005</i>
V 0.1 Release
<li>
<i>17/10/2005</i> Committed first rough framework. The development has just
begun...</li>
</UL>
<P><br>
</P>
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