
MeshLab is an extendible system for the user
assisted processing of unstructured 3D triangular 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 cleaning and healing this kind of meshes.
The system is heavily based on the VCG library
developed at the Visual
Computing Lab of ISTI
- CNR, for all the core mesh processing tasks. The Meshlab system started as a part of the FGT
course of the Computer Sciencedepartment
of University of Pisa and currently most of the developed code is
authored by a handful of Master Thesis students.
The project is partially supported by the European Networks of Excellence Epoch and AimAtShape.
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A 10,000,000 face model successfully loaded and ready for inspecting. 3D Model of a Thai statue courtesy of XYZ RGB inc. |
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A textured ply model of the well known Michelangelo David, original mesh courtesy of Stanford, texturing through photo integration by Visual Computing Lab ISTI - CNR |
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A model with self intersecting faces detected by MeshLab colored in red. Mesh courtesy of the Aim@Shape Shape Repository |
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A model with border edges colored in blue. Mesh courtesy of the Aim@Shape Shape Repository |
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A high resolution snapshot (4400x9110) taken with MeshLab of the 10 Mtri 3D model of the Thai statuette. The snapshot is a 17Mb png, so you can download 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 image. |
General issues
- Switched to qt4.1
- Corrected Trackball panning
- Safer initialization of color data
- Better memory management (removed HUGE memory leaks...)
- Meshlab icon and logo
- About plugin Dialog
* Plugin System
- Filters:
Invert Faces
- Colorize:
Logging mesh curvature info
Rewritten code to follow coding conventions
Mean Curvature
Color non Manifold (now sets colorPerVert)
Moved mean and gaussian curvature functions into color_curvature.h
- Normals restyled
- Import/Export:
Managing error messages if saving fails
.3DS Imporer first rough implementation
.3DS Export Standardization, saves vertexes and faces + color per face
.3DS Export introduced materials managing
.OBJ Import solved some bugs during file import
.OBJ Export higly improved speed
* User Interface
- Clipping planes now can be moved via CTRL+SHIFT+mouse wheel
- Vertigo FOV with CTRL+mouse wheel
- Icons restyled (transparent)
- Changed snapshot toolbar icon
- Reapply last filter command
- Reload command
- About dialog restyled
- CTRL+Tab switch to next opened window
- CTRL+F4 close current file
- Fonts ok
Plugin System
- Improved PluginSystem
- Improved shaders support (based on Typhoon Labs shaders)
- Filtering: Customizable filters thru dialogs
- Filters:
Laplacian smooth
MidPoint Subdivision
Re-orient
Decimator
- Editing (No editing tools available)
- Colorize:
Self intersection
Border
- Import/Export:
obj File Format (Customizable export thru dialog)
off File Format
stl File Format
3ds File Format
- Decoration:
Show Axis
Show Box Corners
* User Interface
- Bugless progress bar
- About Plugin dialog
- Logging
* 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 & 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&numFaces)
Showing fps
- Shortcut for some frequently used actions
- Trackball hidable
- Option dialog:
Background colors (Top&Bottom)
Log Area color
- Progress bar
- RenderModes: Textures
- Fullscreen
- Cycle thru opened windows with Next button
- About dialog