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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"><html><head>
<title>MeshLab</title>
<meta content="Paolo Cignoni" name=author>
<meta content="mesh 3d processing meshlab scanning" name=keywords>
<meta content="Course Web page" name=description>
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<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
<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
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
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>
and <A href="http://www.aimatshape.net/">Aim@Shape</A>
<br><br>The system is heavily based on
and <a href="http://www.aimatshape.net/">Aim@Shape</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
Computing Lab</a> of <a href="http://www.isti.cnr.it" >ISTI - CNR</a>, for all the core mesh processing
tasks. The MeshLab system started in late 2005 as a part of the <a
href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0506/index.html">FGT</a> course of the <A href="http://www.di.unipi.it" >Computer Science</A>
href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0506/index.html">FGT</a> course of the <a href="http://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 students. Also this year <a
href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0607/index.html">FGT</a> students has continued to work to this project implementing new features.
The proud MeshLab <A href="#Developers" >developers</A> are listed below. &nbsp;</p>
<p class=body><a
The proud MeshLab <a href="#Developers" >developers</a> are listed below. &nbsp;</p>
<p class="body"><a
href="http://sourceforge.net/project/showfiles.php?group_id=149444"></a></p>
<p class=body><big><a href="http://sourceforge.net/project/showfiles.php?group_id=149444">Download Latest Version (12 December 2006)<b><i> V0.9 </i></b></a></big>
<a href="#History">(changes)</a></p><br>
<p class=body>Remember that, whenever you use MeshLab in a
<p class="body"><big><a href="http://sourceforge.net/project/showfiles.php?group_id=149444">Download Latest Version (12 December 2006)<b><i> V0.9 </i></b></a></big>
<a href="#History">(changes)</a></p><br/>
<p class="body">Remember that, whenever you use MeshLab in a
official/commercial project, you should : </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,
href="http://www.epoch-net.org/">Epoch</a> NOE, </li>
<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>
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.
mesh. Even for large models. </li>
<li> Painting interface for selecting, smoothing and coloring meshes.</li>
<LI><b>Input/output</b> in many
formats:<br>
import:<b>PLY, STL, OFF, OBJ, 3DS, COLLADA, PTX</b> <br>
export:<b>PLY, STL, OFF, OBJ, 3DS, COLLADA, VRML, DXF</b>
<li>Mesh <b>Cleaning</b> Filters:
<li><b>Input/output</b> in many formats:
<ul>
<li>import:<b>PLY, STL, OFF, OBJ, 3DS, COLLADA, PTX</b> </li>
<li>export:<b>PLY, STL, OFF, OBJ, 3DS, COLLADA, VRML, DXF</b></li>
</ul></li>
<li>Mesh <b>Cleaning</b> Filters:
<ul>
<li>removal of duplicated, unreferenced vertices, null
faces
<li>removal of small isolated components
<li>coherent normal unification and flipping
<li>erasing of non manifold faces
<li>automatic filling of small holes </li></ul>
faces </li>
<li>removal of small isolated components </li>
<li>coherent normal unification and flipping </li>
<li>erasing of non manifold faces </li>
<li>automatic filling of small holes </li>
</ul></li>
<li><b>Remeshing</b> filters:
<ul>
<li>High quality edge collapse simplfication (even meshes with texture coords preservation)
<li>Surface reconstruction from points (a ball pivoting variant)
<li>Subdivision surfaces (loop and butterfly)
<li>Smoothing and fairing filters </li></ul>
<li>Various <b
>Colorization/inspection</b> filters
<li>High quality edge collapse simplfication (even meshes with texture coords preservation)</li>
<li>Surface reconstruction from points (a ball pivoting variant) </li>
<li>Subdivision surfaces (loop and butterfly) </li>
<li>Smoothing and fairing filters </li>
</ul></li>
<li>Various <b> Colorization/inspection</b> filters
<ul>
<li>Gaussian and mean curvature
<li>Border edges
<li>Non two-manifold edges
<li>Self intersecting faces </li></ul>
<li>Gaussian and mean curvature </li>
<li>Border edges </li>
<li>Non two-manifold edges </li>
<li>Self intersecting faces </li>
</ul></li>
<li>OpenGL Shader based rendering (write your own
shader!) compatible with Typhoon Lab's Shader Designer
shader!) compatible with Typhoon Lab's Shader Designer </li>
<li>Large rendering (up to 16k x 16k) for high quality
printing
<LI>The history of the all performed cleaning/editing
printing </li>
<li>The history of the all performed cleaning/editing
actions can be re-played on different meshes or saved and for archival
purposes.
<LI>Extendible plugins based architecture, writing new
purposes. </li>
<li>Extendible plugins based architecture, writing new
mesh processing functions, colorization filters and support for different file
formats is quite easy! Look at <a
href="http://meshlab.sourceforge.net/filter.html"
>Filter-PlugIn Sample</a> or <a
href="http://meshlab.sourceforge.net/meshio.html"
>MeshIO-PlugIn Sample</a> </LI></ul>Bug reports and feature
>MeshIO-PlugIn Sample</a> </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
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>
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>
<table style="WIDTH: 100%; TEXT-ALIGN: left" cellspacing="2" cellpadding="2" border="1">
<tbody>
<tr>
<td colSpan=2>Snapshots taken from MeshLab v <b>0.9</b> </td></tr>
<tr>
<td><A href="SnapMeshLab.HoleFillNew1.png" ><IMG alt="" src="SnapMeshLab.HoleFillNew1.small.jpg" ></A>
<A href="SnapMeshLab.HoleFillNew2.png" ><IMG alt="" src="SnapMeshLab.HoleFillNew2.small.jpg" ></A>
<td colspan="2">Snapshots taken from MeshLab v <b>1.0.0</b> </td></tr>
<tr>
<td><a href="SnapMeshLab.QuadricTexture1.png" ><img alt="" src="SnapMeshLab.QuadricTexture1.small.jpg" /></a>
<a href="SnapMeshLab.QuadricTexture2.png" ><img alt="" src="SnapMeshLab.QuadricTexture2.small.jpg" /></a>
</td>
<td>An example of the improved hole filling algorithm. Holes with irregularly shaped borders can be successfully closed with (possibly) non self-intersecting patches.</td></tr>
<td>An example of the new quadric based simplification algorithm that is now able to correctly manage texture coordinateds.
New texture coords are computed for the vertexes resulting from the edge collpases and
even texture seams are correctly simplified.
</td>
</tr>
<tr>
<td colspan="2">Snapshots taken from MeshLab v <b>0.9</b> </td></tr>
<tr>
<td><a href="SnapMeshLab.HoleFillNew1.png" ><img alt="" src="SnapMeshLab.HoleFillNew1.small.jpg" /></a>
<a href="SnapMeshLab.HoleFillNew2.png" ><img alt="" src="SnapMeshLab.HoleFillNew2.small.jpg" /></a>
</td>
<td>An example of the improved hole filling algorithm. Holes with irregularly shaped borders can be successfully closed with (possibly) non self-intersecting patches.
</td>
</tr>
<tr>
<td colSpan=2>Snapshots taken from MeshLab v <b>0.8</b> </td></tr>
<td colspan="2">Snapshots taken from MeshLab v <b>0.8</b> </td></tr>
<tr>
<td><A href="SnapMeshLab.SmoothTS1.png" ><IMG alt="" src="SnapMeshLab.SmoothTS1.small.jpg" ></A> <A href="SnapMeshLab.SmoothTS2.png" ><IMG alt="" src="SnapMeshLab.SmoothTS2.small.jpg" ></A> <A href="SnapMeshLab.SmoothTS3.png" ><IMG alt="" src="SnapMeshLab.SmoothTS3.small.jpg" ></A> </td>
<td><a href="SnapMeshLab.SmoothTS1.png" ><img alt="" src="SnapMeshLab.SmoothTS1.small.jpg" /></a> <a href="SnapMeshLab.SmoothTS2.png" ><img alt="" src="SnapMeshLab.SmoothTS2.small.jpg" /></a> <a href="SnapMeshLab.SmoothTS3.png" ><img alt="" src="SnapMeshLab.SmoothTS3.small.jpg" /></a> </td>
<td>An example of automatic noise removal. A mesh
with some random noise (left) is smoothed twice (center and right) using a
feature preserving two-step smoothing algorithm. </td></tr>
<tr>
<td><A href="SnapMeshLab.HoleFill1.png" ><IMG alt="" src="SnapMeshLab.HoleFill1.small.jpg" ></A> <A href="SnapMeshLab.HoleFill2.png" ><IMG alt="" src="SnapMeshLab.HoleFill2.small.jpg" ></A> </td>
<td><a href="SnapMeshLab.HoleFill1.png" ><img alt="" src="SnapMeshLab.HoleFill1.small.jpg" /></a> <a href="SnapMeshLab.HoleFill2.png" ><img alt="" src="SnapMeshLab.HoleFill2.small.jpg" /></a> </td>
<td>An example of automatic hole filling. All the
holes with a boundary smaller than a given threshold (30 edges in this
case) are autmatically filled. </td></tr>
<tr>
<td><A href="SnapMeshLab.Quadric1.png" ><IMG alt="" src="SnapMeshLab.Quadric1.small.jpg" ></A> <A href="SnapMeshLab.Quadric2.png" ><IMG alt="" src="SnapMeshLab.Quadric2.small.jpg" ></A> <A href="SnapMeshLab.Quadric3.png" ><IMG alt="" src="SnapMeshLab.Quadric3.small.jpg" ></A> </td>
<td><a href="SnapMeshLab.Quadric1.png" ><img alt="" src="SnapMeshLab.Quadric1.small.jpg" /></a> <a href="SnapMeshLab.Quadric2.png" ><img alt="" src="SnapMeshLab.Quadric2.small.jpg" /></a> <a href="SnapMeshLab.Quadric3.png" ><img alt="" src="SnapMeshLab.Quadric3.small.jpg" /></a> </td>
<td>An example of the high quality edgecollapse
simplification algorithm based on quadric error metrics. A ~1.000.000
triangle mesh (left) is simplified to 100.000 (center) and then up to
10.000 triangles, while maintaining most of its geometric features. </td></tr>
<tr>
<td colSpan=2>Snapshots taken from MeshLab v <b>0.7</b> </td></tr>
<td colspan="2">Snapshots taken from MeshLab v <b>0.7</b> </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><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><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><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 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 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>
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 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 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>
@ -186,7 +205,7 @@ border=1>
>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 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/"
@ -197,13 +216,13 @@ border=1>
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 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 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
@ -211,7 +230,7 @@ border=1>
<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>
><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
@ -221,7 +240,7 @@ border=1>
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><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/"
@ -232,37 +251,56 @@ border=1>
>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>
<h2><a name="Developers"></a>Developers</h2>
<ul>
<li>Designer: <a href="http://vcg.isti.cnr.it/%7Ecignoni"
>Paolo Cignoni</a>
<li>Designer: <a href="http://vcg.isti.cnr.it/%7Ecignoni">Paolo Cignoni</a> </li>
<li>Filtering Plugins:
<ul>
<li>Mario Latronico [<b>latronic</b>], Andrea Venturi [<b>giec</b>], Elisa Cerisoli [<b>e_cerisoli</b>], Francesco Pirosu [<b>pirosu</b>]
</li></ul>
<li>Mario Latronico [<b>latronic</b>], Andrea Venturi [<b>giec</b>], Elisa Cerisoli [<b>e_cerisoli</b>], Francesco Pirosu [<b>pirosu</b>]</li>
</ul></li>
<li>Interface Framework
<ul>
<li>Alessio Mochi [<b>mochi</b>], Daniele Vacca [<b>glVertex</b>], Davide Portelli [<b>portelli</b>] </li></ul>
<li>Alessio Mochi [<b>mochi</b>], Daniele Vacca [<b>glVertex</b>], Davide Portelli [<b>portelli</b>] </li>
</ul></li>
<li>Rendering Modes
<ul>
<li>Massimiliano Corsini [<b>corsini</b>], Francesco Vannini [<b>vannini</b>], Giorgio Gangemi [<b
>ggangemi</b>] </li></ul>
>ggangemi</b>] </li>
</ul></li>
<li> Brush Painting and Selection:
<ul>
<li>Andreas Gfrei[<b>gfrei</b>]</li></ul>
<li>Andreas Gfrei[<b>gfrei</b>]</li>
</ul></li>
<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:
<li>Andrea Buzzelli [<b>buzzelli</b>], Guido Ranzuglia [<b>granzuglia</b>], Federico Mazzanti [<b>fmazzant</b>] </li>
</ul></li>
<li>Linux Porting and Epoch plugins integration:
<ul>
<li>Maarten Vergauwen [<b>zifnab1974</b>] </li></ul></li></ul>
<h2><a name=History></a>History</h2>
<UL>
<LI><i>12/12/2006</i> V 0.9 Release
<span class=shown id=_no_V09><font size=-1><A href="javascript:showNow('_V09');hideNow('_no_V09');" >
<b>[details]</b></A></font> </span><span class=hidden id=_V09>
<A href="javascript:showNow('_no_V09');hideNow('_V09');" >
<b>[hide]</b></A></FONT> <font color=#777777 size=-1><pre>
<li>Maarten Vergauwen [<b>zifnab1974</b>] </li>
</ul></li></ul>
<h2><a name="History"></a>History</h2>
<ul>
<li><i>04/04/2007</i> V 1.0.0 Release
<span class="shown" id="_no_V10"><font size="-1"><a href="javascript:showNow('_V10');hideNow('_no_V10');" >
<b>[details]</b></a></font> </span><span class="hidden" id="_V10">
<a href="javascript:showNow('_no_V10');hideNow('_V10');" >
<b>[hide]</b></a> <font color="#777777" size="-1">
<pre> ** New features **
Support of WRL and SMF file format (write only)
Support of PTX file format (read only)
Automatic checking of new version
Non manifold vertex coloring
Improved quality and robustness of Hole Filling filter
(now large and non manifold holes can be handled)
** Corrected Bugs **
nasty bug that affected the saving and loading various 3d format (3ds, obj and off)
</pre></font></span></li>
<li><i>12/12/2006</i> V 0.9 Release
<span class="shown" id="_no_V09"><font size="-1"><a href="javascript:showNow('_V09');hideNow('_no_V09');" >
<b>[details]</b></a></font> </span><span class="hidden" id="_V09">
<a href="javascript:showNow('_no_V09');hideNow('_V09');" >
<b>[hide]</b></a> <font color="#777777" size="-1"><pre>
** New features **
Support of WRL and SMF file format (write only)
Support of PTX file format (read only)
@ -273,12 +311,12 @@ border=1>
** Corrected Bugs **
nasty bug that affected the saving and loading various 3d format (3ds, obj and off)
</pre></font></span>
<LI><i>10/11/2006</i> V 0.8 Release
<span class=shown id=_no_V08><font size=-1><A href="javascript:showNow('_V08');hideNow('_no_V08');" >
<b>[details]</b></A></font> </span><span class=hidden id=_V08>
<A href="javascript:showNow('_no_V08');hideNow('_V08');" >
<b>[hide]</b></A></FONT> <font color=#777777 size=-1><pre>
</pre></font></span></li>
<li><i>10/11/2006</i> V 0.8 Release
<span class="shown" id="_no_V08"><font size="-1"><a href="javascript:showNow('_V08');hideNow('_no_V08');" >
<b>[details]</b></a></font> </span><span class="hidden" id="_V08">
<a href="javascript:showNow('_no_V08');hideNow('_V08');" >
<b>[hide]</b></a> <font color="#777777" size="-1"><pre>
** New features **
New High Quality Quadric Based Simplification filter
Support of Collada file format (read and write)
@ -299,14 +337,14 @@ border=1>
- Surface reconstruction from points lacks of robustness...
- Quadric simplification does not optimize texture coords during simplification
- Filter recording and re-playing still buggy.
</pre></font></span>
<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!
</pre></font></span></li>
<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 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
@ -314,13 +352,13 @@ 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></font></span></li>
<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 color="#777777" size="-1"
><pre> General issues
- Slight code restyling in order to reduce the lines of code
- Command line execution now works correctly
@ -337,7 +375,7 @@ border=1>
Apply Transformation
Color non-manifold
- Colorize:
Curvature code restyled<br>
Curvature code restyled<br/>
RMS curvature
Absolute curvature
By Quality
@ -357,41 +395,62 @@ border=1>
- Better scalable fonts
- Quick help on screen (Press F1)
- About plugin restyled
</pre></font></span>
</pre></font></span></li>
<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
<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 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>
* 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>
<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>
<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 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>
<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
<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 color="#777777" size="-1" >
<pre> * Plugin System
- Complete restyling of plugin architecture
- Color: None, Per Vertex, Per Face
- Color: Support for shaders (wow!). Provided toon shader sample.
- Filtering: Remove Null Faces
- Filtering: Butterfly &amp; Loop optimized
- Decorize: New plugin class
- Import/Export: Obj file format integrated on standard user interface
* User Interface
- Info Panel:
Showing some mesh info (numTri&amp;numFaces) Showing fps
- Shortcut for some frequently used actions
- Trackball hidable
- Option dialog:
Background colors (Top&amp;Bottom)
Log Area color
- Progress bar
- RenderModes: Textures
- Fullscreen
- Cycle thru opened windows with Next button<br/>
- About dialog
</pre></font></span></li>
<li><i>27/11/2005</i> V 0.2 Release </li>
<li><i>15/11/2005</i> V 0.1 Release </li>
<li><i>17/10/2005</i> Committed
first rough framework. The development has just begun... </li></UL>
<P><br></P>
first rough framework. The development has just begun... </li></ul>
<p><br/></p>
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