new meshlab web site

This commit is contained in:
Guido Ranzuglia granzuglia 2009-04-29 20:42:47 +00:00
parent 401db98a0d
commit 9a3f59d9dd
94 changed files with 71 additions and 56 deletions

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@ -3,7 +3,7 @@
<meta content="Paolo Cignoni" name="author" />
<meta content="mesh 3d processing meshlab scanning gpl open source " name="keywords" />
<meta content="MeshLab Home Page" name="description" />
<meta content="all" name="robots"/><link media="all" href="style.css" type="text/css" rel="stylesheet" /><link href="favicon.ico" type="image/x-icon" rel="shortcut icon" />
<meta content="all" name="robots"/><link media="all" href="style.css" type="text/css" rel="stylesheet" /><link href="images/icons/favicon.ico" type="image/x-icon" rel="shortcut icon" />
<style type="text/css">A { COLOR: #0000bb; TEXT-DECORATION: none }
</style>
@ -34,7 +34,7 @@ function hideNow (postid) {
</head>
<body>
<div id="leftcontent">
<h1><img style="WIDTH: 400px; HEIGHT: 65px" alt="MeshLab" src="meshlab.png" /></h1>
<h1><img style="WIDTH: 400px; HEIGHT: 65px" alt="MeshLab" src="images/icons/meshlab.png" /></h1>
<p class="body">MeshLab is an open source, portable, and
extensible system for the processing and editing of unstructured 3D triangular
meshes. <br/>The system is aimed to help the processing of
@ -46,32 +46,31 @@ 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="http://www.isti.cnr.it" >ISTI - CNR</a>,
for all the core mesh processing tasks and it is available for
<a href="http://downloads.sourceforge.net/meshlab/MeshLabSetup_v111.exe" > Windows</a>,
<a href="http://downloads.sourceforge.net/meshlab/MeshLabSrc_v111.tgz" > Linux (src)</a> and
<a href="http://downloads.sourceforge.net/meshlab/MeshLabMac_v111.dmg" > MacOSX (intel only)</a>.
<a href="http://downloads.sourceforge.net/meshlab/MeshLabSetup_v120.exe" > Windows</a>,
<a href="http://downloads.sourceforge.net/meshlab/MeshLabSrc_v120.tgz" > Linux (src)</a> and
<a href="http://downloads.sourceforge.net/meshlab/MeshLabMac_v120.dmg" > MacOSX (intel only)</a>.
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>
department of University of Pisa and most of the code (~15k lines) of the first
versions was written by a handful of willing students. The following years <a
href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0607/index.html">FGT</a> students have continued to work to this project implementing more and more features.
The proud MeshLab <a href="#Developers" >developers</a> are listed below.
<br/>This project have been supported by the European Networks of
Excellence <a href="http://www.epoch-net.org/">Epoch</a>
and (partially) by <a href="http://www.aimatshape.net/">Aim@Shape</a>
<br/>This project is supported by the <a href="http://www.3d-coform.eu/">3D-CoForm</a> project. </br>
<a href="http://meshlab.sourceforge.net/wiki/index.php/Licenses#Acknowledgments">Here</a> you can find the list of previous supporters.
</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 (22 March 2008)<b><i> V1.1.1 </i></b></a>
Download Latest Version (29 April 2009)<b><i> V1.2.0 </i></b></a>
</big>
<a href="http://meshlab.sourceforge.net/wiki/index.php/Release_Notes_1.1.1">(changes)</a></p><br/>
<a href="http://meshlab.sourceforge.net/wiki/index.php/Release_Notes_1.2.0">(changes)</a></p><br/>
<p class="body">Remember that, whenever you use MeshLab in a
official/commercial project or in any kind of research, 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, </li>
href="http://www.3d-coform.eu/">3D-CoForm</a> project, </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
@ -150,21 +149,21 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<tr>
<td colspan="2">Snapshots taken from MeshLab v <b>1.1.0</b> </td></tr>
<tr>
<td><a href="SnapMeshLab.u3d.png" ><img alt="" src="SnapMeshLab.u3d.small.jpg" /></a>
<td><a href="images/screenshots/SnapMeshLab.u3d.png" ><img alt="" src="images/screenshots/SnapMeshLab.u3d.small.jpg" /></a>
</td>
<td>A snapshot of AcrobatReader displaying a PDF with a <a href="http://meshlab.sourceforge.net/wiki/index.php/U3D_support">U3D </a> model embedded. Support for saving meshes in U3D format is useful for creating, using latex, impressive PDFs with embedded 3D models. You simply need to convert your mesh into u3d format, include the small snip of tex code generated by MeshLab into your latex document and then compile it with pdflatex. Note that the u3d file format is quite compact; for an example this <a href="http://meshlab.sourceforge.net/wiki/images/c/cc/Laurana.pdf">PDF</a>, shown on the left image, contains the 50k triangle mesh of the Laurana's bust and it is squeezed to approx 200 kb. A zip with sources (latex and u3d file) can be found <a href="http://meshlab.sourceforge.net/wiki/images/b/bb/Laurana_tex.zip">here</a>. <br> Caveat: some pdf previewers (like the macosx 'Preview') do not fully support the pdf standard and do not display embedded 3D objects. Acrobat reader support 3D since version 7.
</td>
</tr>
<tr>
<td><a href="SnapMeshLab.AO1.png" ><img alt="" src="SnapMeshLab.AO1.small.jpg" /></a>
<a href="SnapMeshLab.AO2.png" ><img alt="" src="SnapMeshLab.AO2.small.jpg" /></a>
<td><a href="images/screenshots/SnapMeshLab.AO1.png" ><img alt="" src="images/screenshots/SnapMeshLab.AO1.small.jpg" /></a>
<a href="images/screenshots/SnapMeshLab.AO2.png" ><img alt="" src="images/screenshots/SnapMeshLab.AO2.small.jpg" /></a>
</td>
<td>A model without and with an ambient occlusion term. The model was photoreconstructed through the free Arc3D web service.
</td>
</tr>
<tr>
<td><a href="SnapMeshLab.align1.png" ><img alt="" src="SnapMeshLab.align1.small.jpg" /></a>
<a href="SnapMeshLab.align2.png" ><img alt="" src="SnapMeshLab.align2.small.jpg" /></a>
<td><a href="images/screenshots/SnapMeshLab.align1.png" ><img alt="" src="images/screenshots/SnapMeshLab.align1.small.jpg" /></a>
<a href="images/screenshots/SnapMeshLab.align2.png" ><img alt="" src="images/screenshots/SnapMeshLab.align2.small.jpg" /></a>
</td>
<td>A couple of snapshot of the new alignment system.
</td>
@ -172,8 +171,8 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<tr>
<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><a href="images/screenshots/SnapMeshLab.QuadricTexture1.png" ><img alt="" src="images/screenshots/SnapMeshLab.QuadricTexture1.small.jpg" /></a>
<a href="images/screenshots/SnapMeshLab.QuadricTexture2.png" ><img alt="" src="images/screenshots/SnapMeshLab.QuadricTexture2.small.jpg" /></a>
</td>
<td>An example of the new quadric based simplification algorithm that is now able to correctly manage texture coordinateds.
New texture coordinates are computed for the vertexes resulting from the edge collpases and
@ -181,9 +180,9 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
</td>
</tr>
<tr>
<td><a href="SnapMeshLab.EditPaint1.png" ><img alt="" src="SnapMeshLab.EditPaint1.small.jpg" /></a>
<a href="SnapMeshLab.EditPaint2.png" ><img alt="" src="SnapMeshLab.EditPaint2.small.jpg" /></a>
<a href="SnapMeshLab.EditPaint3.png" ><img alt="" src="SnapMeshLab.EditPaint3.small.jpg" /></a>
<td><a href="images/screenshots/SnapMeshLab.EditPaint1.png" ><img alt="" src="images/screenshots/SnapMeshLab.EditPaint1.small.jpg" /></a>
<a href="images/screenshots/SnapMeshLab.EditPaint2.png" ><img alt="" src="images/screenshots/SnapMeshLab.EditPaint2.small.jpg" /></a>
<a href="images/screenshots/SnapMeshLab.EditPaint3.png" ><img alt="" src="images/screenshots/SnapMeshLab.EditPaint3.small.jpg" /></a>
</td>
<td> An example of the new interactive editing features. You can directly paint, with customizable brushes, over the mesh. You can interactively change color (left), define selection (center) and even smooth out noise and small features (right).
Thanks to Andreas Gfrei for the development of this plugin.
@ -193,8 +192,8 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<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><a href="images/screenshots/SnapMeshLab.HoleFillNew1.png" ><img alt="" src="images/screenshots/SnapMeshLab.HoleFillNew1.small.jpg" /></a>
<a href="images/screenshots/SnapMeshLab.HoleFillNew2.png" ><img alt="" src="images/screenshots/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>
@ -203,17 +202,17 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<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="images/screenshots/SnapMeshLab.SmoothTS1.png" ><img alt="" src="images/screenshots/SnapMeshLab.SmoothTS1.small.jpg" /></a> <a href="images/screenshots/SnapMeshLab.SmoothTS2.png" ><img alt="" src="images/screenshots/SnapMeshLab.SmoothTS2.small.jpg" /></a> <a href="images/screenshots/SnapMeshLab.SmoothTS3.png" ><img alt="" src="images/screenshots/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="images/screenshots/SnapMeshLab.HoleFill1.small.jpg" /></a> <a href="images/screenshots/SnapMeshLab.HoleFill2.png" ><img alt="" src="images/screenshots/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="images/screenshots/SnapMeshLab.Quadric1.png" ><img alt="" src="images/screenshots/SnapMeshLab.Quadric1.small.jpg" /></a> <a href="images/screenshots/SnapMeshLab.Quadric2.png" ><img alt="" src="images/screenshots/SnapMeshLab.Quadric2.small.jpg" /></a> <a href="images/screenshots/SnapMeshLab.Quadric3.png" ><img alt="" src="images/screenshots/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
@ -221,20 +220,20 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<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="images/screenshots/Edzna_edit_0.small.png" /></a> <a href="images/screenshots/Edzna_edit_1.png" ><img alt="" src="images/screenshots/Edzna_edit_1.small.png" /></a> <a href="images/screenshots/Edzna_edit_2.png" ><img alt="" src="images/screenshots/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="images/screenshots/david_edit1.small.png" /></a> <a href="images/screenshots/david_edit2.png" ><img alt="" src="images/screenshots/david_edit2.small.png" /></a> <a href="images/screenshots/david_edit3.png" ><img alt="" src="images/screenshots/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="images/screenshots/Laurana50k_hatch.jpg" ><img alt="" src="images/screenshots/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>
@ -242,7 +241,7 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<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="images/screenshots/Meshlab_XRay.png" ><img alt="" src="images/screenshots/Meshlab_XRay.small.png" /></a> <a href="images/screenshots/Meshlab_NPR.png" ><img alt="" src="images/screenshots/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>
@ -250,7 +249,7 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<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="images/screenshots/SnapMeshLab.thai.jpg" ><img alt="" src="images/screenshots/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>
@ -258,7 +257,7 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
>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="images/screenshots/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="images/screenshots/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/"
@ -269,13 +268,13 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
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="images/screenshots/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="images/screenshots/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="images/screenshots/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="images/screenshots/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
@ -283,7 +282,7 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<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="images/screenshots/SnapshotModel.Thai.small.jpg" /></a><img alt="" src="images/screenshots/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
@ -293,7 +292,7 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
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="images/screenshots/David8M.small.jpg" /><img alt="" src="images/screenshots/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/"
@ -304,7 +303,7 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
>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>
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@ -332,12 +331,21 @@ href="http://sourceforge.net/forum/forum.php?forum_id=499533">help public forums
<li>Linux Porting and Epoch plugins integration:
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<li>Maarten Vergauwen [<b>zifnab1974</b>], </li>
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