diff --git a/web/SnapMeshLab.QuadricTexture1.png b/web/SnapMeshLab.QuadricTexture1.png new file mode 100644 index 000000000..31def58e3 Binary files /dev/null and b/web/SnapMeshLab.QuadricTexture1.png differ diff --git a/web/SnapMeshLab.QuadricTexture1.small.jpg b/web/SnapMeshLab.QuadricTexture1.small.jpg new file mode 100644 index 000000000..3fc5bd0d7 Binary files /dev/null and b/web/SnapMeshLab.QuadricTexture1.small.jpg differ diff --git a/web/SnapMeshLab.QuadricTexture2.png b/web/SnapMeshLab.QuadricTexture2.png new file mode 100644 index 000000000..0ca63406d Binary files /dev/null and b/web/SnapMeshLab.QuadricTexture2.png differ diff --git a/web/SnapMeshLab.QuadricTexture2.small.jpg b/web/SnapMeshLab.QuadricTexture2.small.jpg new file mode 100644 index 000000000..0cfb28983 Binary files /dev/null and b/web/SnapMeshLab.QuadricTexture2.small.jpg differ diff --git a/web/index.html b/web/index.html index 8bc7d839a..fd961c57d 100644 --- a/web/index.html +++ b/web/index.html @@ -1,20 +1,20 @@ MeshLab - - - - - - - - -
-

MeshLab

-

MeshLab is an open source portable and +

+

MeshLab

+

MeshLab is an open source portable and extendible system for the processing and editing of unstructured 3D triangular -meshes.
The system is aimed to help the processing of +meshes.
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.

The project is supported by the European Network of +converting this kind of meshes.

The project is supported by the European Network of Excellence Epoch -and Aim@Shape -

The system is heavily based on +and Aim@Shape +

The system is heavily based on the VCG library developed at the Visual -Computing Lab of ISTI - CNR, for all the core mesh processing +Computing Lab of ISTI - CNR, for all the core mesh processing tasks. The MeshLab system started in late 2005 as a part of the FGT course of the Computer Science +href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0506/index.html">FGT course of the Computer Science 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 FGT students has continued to work to this project implementing new features. -The proud MeshLab developers are listed below.  

-

developers are listed below.  

+

-

Download Latest Version (12 December 2006) V0.9 -(changes)


-

Remember that, whenever you use MeshLab in a +

Download Latest Version (12 December 2006) V0.9 +(changes)


+

Remember that, whenever you use MeshLab in a official/commercial project, you should :

-

Features

+ used. + +

Features

  • Remeshing filters:
      -
    • High quality edge collapse simplfication (even meshes with texture coords preservation) -
    • Surface reconstruction from points (a ball pivoting variant) -
    • Subdivision surfaces (loop and butterfly) -
    • Smoothing and fairing filters
    -
  • Various Colorization/inspection filters +
  • High quality edge collapse simplfication (even meshes with texture coords preservation)
  • +
  • Surface reconstruction from points (a ball pivoting variant)
  • +
  • Subdivision surfaces (loop and butterfly)
  • +
  • Smoothing and fairing filters
  • + +
  • Various Colorization/inspection filters
      -
    • Gaussian and mean curvature -
    • Border edges -
    • Non two-manifold edges -
    • Self intersecting faces
    +
  • Gaussian and mean curvature
  • +
  • Border edges
  • +
  • Non two-manifold edges
  • +
  • Self intersecting faces
  • +
  • OpenGL Shader based rendering (write your own - shader!) compatible with Typhoon Lab's Shader Designer + shader!) compatible with Typhoon Lab's Shader Designer
  • Large rendering (up to 16k x 16k) for high quality - printing -
  • The history of the all performed cleaning/editing + printing
  • +
  • The history of the all performed cleaning/editing actions can be re-played on different meshes or saved and for archival - purposes. -
  • Extendible plugins based architecture, writing new + purposes.
  • +
  • Extendible plugins based architecture, writing new mesh processing functions, colorization filters and support for different file formats is quite easy! Look at Filter-PlugIn Sample or MeshIO-PlugIn Sample
  • Bug reports and feature + >MeshIO-PlugIn Sample + +Bug reports and feature requests should be filed using the sourceforge service ->
    General questions +href="http://sourceforge.net/tracker/?group_id=149444">service ->
    General questions can be posted on the help public forums +href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums

    ScreenShots

    - +
    - - - + + - + + + + + + + + + - + - + - + - + - + - + - + - + - - + + over a 3.7 Mtri model (courtesy of Aim@Shape Shape repository).. - - + - + - + - + + > - +
    Snapshots taken from MeshLab v 0.9
    - + Snapshots taken from MeshLab v 1.0.0
    + An example of the improved hole filling algorithm. Holes with irregularly shaped borders can be successfully closed with (possibly) non self-intersecting patches.
    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. +
    Snapshots taken from MeshLab v 0.9
    + + An example of the improved hole filling algorithm. Holes with irregularly shaped borders can be successfully closed with (possibly) non self-intersecting patches. +
    Snapshots taken from MeshLab v 0.8
    Snapshots taken from MeshLab v 0.8
    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.
    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.
    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.
    Snapshots taken from MeshLab v 0.7
    Snapshots taken from MeshLab v 0.7
    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.
    An interactive editing session over the 8M tri David model. The bottom part of the mesh is selected and deleted. Original mesh courtesy of Stanford Digital Michelangelo Project.
    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).
    Snapshots taken from MeshLab v 0.6 + Snapshots taken from MeshLab v 0.6
    A couple of examples of a OpenGL shaders applied - over a 3.7 Mtri model (courtesy of Aim@Shape Shape repository)..
    Snapshots taken from MeshLab v 0.5 + Snapshots taken from MeshLab v 0.5
    A 10,000,000 face model successfully loaded and ready for inspecting. 3D Model of a Thai statue courtesy of XYZ RGB inc. @@ -186,7 +205,7 @@ border=1> >Stanford 3D Scanning Repository.
    A textured ply model of the well known Michelangelo David, original mesh courtesy of href="http://vcg.isti.cnr.it/projects/davidrestoration/restaurodavid.htm" >Restoration of the David.
    A model with self intersecting faces detected by MeshLab colored in red. Mesh courtesy of the Aim@Shape  Shape Repository.
    A model with border edges colored in blue. Mesh courtesy of the  Shape @@ -211,7 +230,7 @@ border=1>
    A high resolution snapshot (4400x9110) taken with MeshLab of the 10 Mtri 3D model of the above cited Thai statuette. The snapshot is a 17Mb png, so you can orginal sample just to give you an idea of the quality of a 40 Mpix image.
    An high resolution rendering (3200x6424) taken with MeshLab of the 8 Mtri model of the Michelangelo David. Original mesh courtesy of >ShadeVis 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 image.
    -

    Developers

    +

    Developers

  • Interface Framework
      -
    • Alessio Mochi [mochi], Daniele Vacca [glVertex], Davide Portelli [portelli]
    +
  • Alessio Mochi [mochi], Daniele Vacca [glVertex], Davide Portelli [portelli]
  • +
  • Rendering Modes
    • Massimiliano Corsini [corsini], Francesco Vannini [vannini], Giorgio Gangemi [ggangemi]
    + >ggangemi]
  • +
  • Brush Painting and Selection:
      -
    • Andreas Gfrei[gfrei]
    +
  • Andreas Gfrei[gfrei]
  • +
  • IO filters:
      -
    • Andrea Buzzelli [buzzelli], Guido Ranzuglia [granzuglia], Federico Mazzanti [fmazzant]
    -
  • Linux Porting and Epoch integration: +
  • Andrea Buzzelli [buzzelli], Guido Ranzuglia [granzuglia], Federico Mazzanti [fmazzant]
  • + +
  • Linux Porting and Epoch plugins integration:
      -
    • Maarten Vergauwen [zifnab1974]
  • -

    History

    - +

    History

    +
    -


    + first rough framework. The development has just begun... +


    - - + +alt="phpMyVisites" src="http://meshlab.sourceforge.net/phpmv2/phpmyvisites.php" />

    -
    MeshLab Logo

    MeshLab Logo

    SourceForge.net Logo

    Visual Computing Lab logo - - + - - + - -
    +