/*! \mainpage MeshLab Filter Documentation
\section f0 Mesh aging and chipping simulation
Simulates the aging effects due to small collisions or various chipping events
| \c Bool | ReCompute quality from curvature | Compute per vertex quality values using mesh mean curvature algorithm. In this way only the areas with higher curvature will be eroded. If not checked, the quality values already present over the mesh will be used. -- |
| \c Bool | Smooth vertex quality | Smooth per vertex quality values. This allows to extend the area affected by the erosion process. -- |
| \c AbsPerc | Min quality threshold | Represents the minimum quality value two vertexes must have to consider the edge they are sharing. -- |
| \c AbsPerc | Edge len threshold | The minimum length of an edge. Useful to avoid the creation of too many small faces. -- |
| \c AbsPerc | Max chip depth | The maximum depth of a chip. -- |
| \c Int | Fractal Octaves | The number of octaves that are used in the generation of the fractal noise using Perlin noise; reasonalble values are in the 1..8 range. Setting it to 1 means using a simple Perlin Noise. -- |
| \c AbsPerc | Noise frequency scale | Changes the noise frequency scale: this affects chip dimensions and the distance between chips. The value denotes the average values between two dents. Smaller number means small and frequent chips. -- |
| \c Float | Noise clamp threshold [0..1] | All the noise values smaller than this parameter will be considered as 0. -- |
| \c Float | Displacement steps | The whole displacement process is performed as a sequence of small offsets applyed on each vertex. This parameter represents the number of steps into which the displacement process will be splitted. Useful to avoid the introduction of self intersections. Bigger number means better accuracy. -- |
| \c Bool | Affect only selected faces | The aging procedure will be applied to the selected faces only. -- |
| \c Bool | Store erosion informations | Select this option if you want to store the erosion informations over the mesh. A new attribute will be added to each vertex to contain the displacement offset applied to that vertex. -- |
\section f1 Ambient Occlusion - Per Vertex
Generates environment occlusions values for the loaded mesh
| \c Float | Directional Bias [0..1] | The balance between a uniform and a directionally biased set of lighting direction : - 0 means light came only uniformly from any direction - 1 means that all the light cames from the specified cone of directions - other values mix the two set of lighting directions -- |
| \c Int | Requested views | Number of different views uniformly placed around the mesh. More views means better accuracy at the cost of increased calculation time -- |
| \c Point3f | Lighting Direction | Number of different views placed around the mesh. More views means better accuracy at the cost of increased calculation time -- |
| \c Float | Cone amplitude | Number of different views uniformly placed around the mesh. More views means better accuracy at the cost of increased calculation time -- |
| \c Bool | Use GPU acceleration | In order to use GPU-Mode, your hardware must support FBOs, FP32 Textures and Shaders. Normally increases the performance by a factor of 4x-5x -- |
| \c Bool | Use VBO if supported | By using VBO, Meshlab loads all the vertex structure in the VRam, greatly increasing rendering speed (for both CPU and GPU mode). Disable it if problem occurs -- |
| \c Int | Depth texture size(should be 2^n) | Defines the depth texture size used to compute occlusion from each point of view. Higher values means better accuracy usually with low impact on performance -- |
\section f2 Ambient Occlusion - Per Face
Generates environment occlusions values for the loaded mesh
| \c Float | Directional Bias [0..1] | The balance between a uniform and a directionally biased set of lighting direction : - 0 means light came only uniformly from any direction - 1 means that all the light cames from the specified cone of directions - other values mix the two set of lighting directions -- |
| \c Int | Requested views | Number of different views uniformly placed around the mesh. More views means better accuracy at the cost of increased calculation time -- |
| \c Point3f | Lighting Direction | Number of different views placed around the mesh. More views means better accuracy at the cost of increased calculation time -- |
| \c Float | Cone amplitude | Number of different views uniformly placed around the mesh. More views means better accuracy at the cost of increased calculation time -- |
| \c Bool | Use GPU acceleration | In order to use GPU-Mode, your hardware must support FBOs, FP32 Textures and Shaders. Normally increases the performance by a factor of 4x-5x -- |
| \c Bool | Use VBO if supported | By using VBO, Meshlab loads all the vertex structure in the VRam, greatly increasing rendering speed (for both CPU and GPU mode). Disable it if problem occurs -- |
| \c Int | Depth texture size(should be 2^n) | Defines the depth texture size used to compute occlusion from each point of view. Higher values means better accuracy usually with low impact on performance -- |
\section f3 Automatic pair Alignement
Automatic Rough Alignment of two meshes. Based on the paper
| \c AbsPerc | Pivoting Ball radius (0 autoguess) | The radius of the ball pivoting (rolling) over the set of points. Gaps that are larger than the ball radius will not be filled; similarly the small pits that are smaller than the ball radius will be filled. -- |
| \c Float | Clustering radius (% of ball radius) | To avoid the creation of too small triangles, if a vertex is found too close to a previous one, it is clustered/merged with it. -- |
| \c Float | Angle Threshold (degrees) | If we encounter a crease angle that is too large we should stop the ball rolling -- |
| \c Bool | Delete intial set of faces | if true all the initial faces of the mesh are deleted and the whole surface is rebuilt from scratch, other wise the current faces are used as a starting point. Useful if you run multiple times the algorithm with an incrasing ball radius. -- |
\section f5 Remove vertices wrt quality
Remove all the vertices with a quality lower smaller than the specified constant
| \c Int | Sample Number | Number of samples that we try to choose at each ICP iteration -- |
| \c Float | Minimal Starting Distance | For all the chosen sample on one mesh we consider for ICP only the samples nearer than this value.If MSD is too large outliers could be included, if it is too small convergence will be very slow. A good guess is needed here, suggested values are in the range of 10-100 times of the device scanning error.This value is also dynamically changed by the 'Reduce Distance Factor' -- |
| \c Float | Target Distance | When 50% of the chosen samples are below this distance we consider the two mesh aligned. Usually it should be a value lower than the error of the scanning device. -- |
| \c Int | Max Iteration Num | The maximum number of iteration that the ICP is allowed to perform. -- |
| \c Bool | Normal Equalized Sampling | if true (default) the sample points of icp are choosen with a distribution uniform with respect to the normals of the surface. Otherwise they are distributed in a spatially uniform way. -- |
| \c Float | MSD Reduce Factor | At each ICP iteration the Minimal Starting Distance is reduced to be 5 times the percentile of the sample distances (e.g. if RF is 0.9 the new Minimal Starting Distance is 5 times the value such that 90% of the sample lies at a distance lower than . -- |
| \c Bool | Rigid matching | If true the ICP is cosntrained to perform matching only throug roto-translations (no scaling allowed). If false a more relaxed transformation matrix is allowed (scaling and shearing can appear). -- |
| \c Bool | Use Markers for Alignment | if true (default), then use the user picked markers to do an alignment (or pre alignment if you also use ICP). -- |
| \c Bool | Scale the mesh | if true (false by default), in addition to the alignment, scale the mesh based on the points picked -- |
| \c Bool | Use ICP for Alignment | if true (default), then use the ICP to align the two meshes. -- |
| \c Mesh | Stuck Mesh | The mesh that will not move. -- |
| \c Mesh | Mesh to Move | The mesh that will move to fit close to the Stuck Mesh. -- |
\section f9 Select Faces by view angle
Select faces according to the angle between their normal and the view direction. It is used in range map processing to select and delete steep faces parallel to viewdirection
| \c Int | Subdivision steps: | Defines the detail of the generated terrain. Allowed values are in range [2,9]. Use values from 6 to 9 to obtain reasonable results. -- |
| \c DynamicFloat | Max height: | Defines the maximum perturbation height as a fraction of the terrain's side. -- |
| \c DynamicFloat | Scale factor: | Scales the fractal perturbation in and out. Values larger than 1 mean zoom out; values smaller than one mean zoom in. -- |
| \c Float | Seed: | By varying this seed, the terrain morphology will change.
Don't change the seed if you want to refine the current terrain morphology by changing the other parameters. -- |
| \c Enum | Algorithm | The algorithm with which the fractal terrain will be generated. -- |
| \c DynamicFloat | Octaves: | The number of Perlin noise frequencies that will be used to generate the terrain. Reasonable values are in range [2,9]. -- |
| \c Float | Lacunarity: | The gap between noise frequencies. This parameter is used in conjunction with fractal increment to compute the spectral weights that contribute to the noise in each octave. -- |
| \c Float | Fractal increment: | This parameter defines how rough the generated terrain will be. The range of reasonable values changes according to the used algorithm, however you can choose it in range [0.2, 1.5]. -- |
| \c Float | Offset: | This parameter controls the multifractality of the generated terrain. If offset is low, then the terrain will be smooth. -- |
| \c Float | Gain: | Ignored in all the algorithms except the ridged one. This parameter defines how hard the terrain will be. -- |
| \c Bool | Save as vertex quality | Saves the perturbation value as vertex quality. -- |
\section f48 Fractal Displacement
Generates a fractal terrain perturbation with five different algorithms.
| \c AbsPerc | Max height: | Defines the maximum height for the perturbation. -- |
| \c DynamicFloat | Scale factor: | Scales the fractal perturbation in and out. Values larger than 1 mean zoom out; values smaller than one mean zoom in. -- |
| \c Int | Normals smoothing steps: | Face normals will be smoothed to make the perturbation more homogeneous. This parameter represents the number of smoothing steps. -- |
| \c Float | Seed: | By varying this seed, the terrain morphology will change.
Don't change the seed if you want to refine the current terrain morphology by changing the other parameters. -- |
| \c Enum | Algorithm | The algorithm with which the fractal terrain will be generated. -- |
| \c DynamicFloat | Octaves: | The number of Perlin noise frequencies that will be used to generate the terrain. Reasonable values are in range [2,9]. -- |
| \c Float | Lacunarity: | The gap between noise frequencies. This parameter is used in conjunction with fractal increment to compute the spectral weights that contribute to the noise in each octave. -- |
| \c Float | Fractal increment: | This parameter defines how rough the generated terrain will be. The range of reasonable values changes according to the used algorithm, however you can choose it in range [0.2, 1.5]. -- |
| \c Float | Offset: | This parameter controls the multifractality of the generated terrain. If offset is low, then the terrain will be smooth. -- |
| \c Float | Gain: | Ignored in all the algorithms except the ridged one. This parameter defines how hard the terrain will be. -- |
| \c Bool | Save as vertex quality | Saves the perturbation value as vertex quality. -- |
\section f49 Craters Generation
Generates craters onto a mesh using radial functions.
| \c Mesh | Target mesh: | The mesh on which craters will be generated. -- |
| \c Mesh | Samples layer: | The samples that represent the central points of craters. -- |
| \c Int | Seed: | The seed with which the random number generator is initialized. The random generator generates radius and depth for each crater into the given range. -- |
| \c Int | Normals smoothing steps: | Vertex normals are smoothed this number of times before generating craters. -- |
| \c Enum | Radial function: | The radial function used to generate craters. -- |
| \c DynamicFloat | Min crater radius: | Defines the minimum radius of craters in range [0, 1]. Values near 0 mean very small craters. -- |
| \c DynamicFloat | Max crater radius: | Defines the maximum radius of craters in range [0, 1]. Values near 1 mean very large craters. -- |
| \c DynamicFloat | Min crater depth: | Defines the minimum depth of craters in range [0, 1]. -- |
| \c DynamicFloat | Max crater depth: | Defines the maximum depth of craters in range [0, 1]. Values near 1 mean very deep craters. -- |
| \c DynamicFloat | Elevation: | Defines how much the crater rise itself from the mesh surface, giving an "impact-effect". -- |
| \c Enum | Blending algorithm: | The algorithm that is used to blend the perturbation towards the mesh surface. -- |
| \c DynamicFloat | Blending threshold: | The fraction of craters radius beyond which the radial function is replaced with the blending function. -- |
| \c Bool | Successive impacts | If not checked, the impact-effects of generated craters will be superimposed with each other. -- |
| \c Bool | Postprocessing noise | Slightly perturbates the craters with a noise function. -- |
| \c Bool | Invert perturbation | If checked, inverts the sign of radial perturbation to create bumps instead of craters. -- |
| \c Bool | Save as vertex quality | Saves the perturbation as vertex quality. -- |
\section f50 Conditional Vertex Selection
Boolean function using muparser lib to perform vertex selection over current mesh.
| \c Float | Size of Voxel | Size of the voxel that is used by for the grid where the field is sampled. Smaller this value, higher precision, but higher processing times. -- |
| \c Float | Min X | Range where the field is sampled -- |
| \c Float | Min Y | Range where the field is sampled -- |
| \c Float | Min Z | Range where the field is sampled -- |
| \c Float | Max X | Range where the field is sampled -- |
| \c Float | Max Y | Range where the field is sampled -- |
| \c Float | Max Z | Range where the field is sampled -- |
| \c String | Function = | This expression is evaluated for each voxel of the grid. The surface passing through the zero valued points of this field is then extracted using marching cube. -- |
\section f61 Refine User-Defined
Refine current mesh with user defined parameters.
| \c Int | Abstract Min Mesh Size | This number and the following one indicate the range face number of the abstract mesh that is used for the parametrization process. The algorithm will choose the best abstract mesh with the number of triangles within the specified interval. If the mesh has a very simple structure this range can be very low and strict;for a roughly spherical object if you can specify a range of [8,8] faces you get a octahedral abstract mesh, e.g. a geometry image. Large numbers (greater than 400) are usually not of practical use. -- |
| \c Int | Abstract Max Mesh Size | See above. -- |
| \c Enum | Optimization Criteria | Choose a metric to stop the parametrization within the interval 1: Best Heuristic : stop considering both isometry and number of faces of base domain 2: Area + Angle : stop at minimum area and angle distorsion 3: Regularity : stop at minimum number of irregular vertices 4: L2 : stop at minimum OneWay L2 Stretch Eff -- |
| \c Int | Convergence Precision | This parameter controls the convergence speed/precision of the optimization of the texture coordinates. Larger the number slower the processing and ,eventually, slighly better results -- |
| \c Bool | Double Step | Use this bool to divide the parameterization in 2 steps. Double step makes the overall process faster and robust, but it may increase the distorsion -- |
\section f63 Iso Parametrization Remeshing
Remeshing based on an Abstract Isoparameterization, each triangle of the domain is recursively subdivided.
| \c Int | Target number of faces | The desired final number of faces. -- |
| \c Float | Percentage reduction (0..1) | If non zero, this parameter specifies the desired final size of the mesh as a percentage of the initial size. -- |
| \c Float | Quality threshold | Quality threshold for penalizing bad shaped faces. The value is in the range [0..1]
0 accept any kind of face (no penalties),
0.5 penalize faces with quality < 0.5, proportionally to their shape
-- |
| \c Bool | Preserve Boundary of the mesh | The simplification process tries not to destroy mesh boundaries -- |
| \c Bool | Preserve Normal | Try to avoid face flipping effects and try to preserve the original orientation of the surface -- |
| \c Bool | Preserve Topology | Avoid all the collapses that should cause a topology change in the mesh (like closing holes, squeezing handles, etc). If checked the genus of the mesh should stay unchanged. -- |
| \c Bool | Optimal position of simplified vertices | Each collapsed vertex is placed in the position minimizing the quadric error.
It can fail (creating bad spikes) in case of very flat areas.
If disabled edges are collapsed onto one of the two original vertices and the final mesh is composed by a subset of the original vertices. -- |
| \c Bool | Planar Simplification | Add additional simplification constraints that improves the quality of the simplification of the planar portion of the mesh. -- |
| \c Bool | Weighted Simplification | Use the Per-Vertex quality as a weighting factor for the simplification. The weight is used as a error amplification value, so a vertex with a high quality value will not be simplified and a portion of the mesh with low quality values will be aggressively simplified. -- |
| \c Bool | Post-simplification cleaning | After the simplification an additional set of steps is performed to clean the mesh (unreferenced vertices, bad faces, etc) -- |
| \c Bool | Simplify only selected faces | The simplification is applied only to the selected set of faces.
Take care of the target number of faces! -- |
\section f84 Quadric Edge Collapse Decimation (with texture)
Simplify a textured mesh using a Quadric based Edge Collapse Strategy, better than clustering but slower
| \c Int | Target number of faces | -- |
| \c Float | Percentage reduction (0..1) | If non zero, this parameter specifies the desired final size of the mesh as a percentage of the initial mesh. -- |
| \c Float | Quality threshold | Quality threshold for penalizing bad shaped faces. The value is in the range [0..1]
0 accept any kind of face (no penalties),
0.5 penalize faces with quality < 0.5, proportionally to their shape
-- |
| \c Float | Texture Weight | Additional weight for each extra Texture Coordinates for every (selected) vertex -- |
| \c Bool | Preserve Boundary of the mesh | The simplification process tries not to destroy mesh boundaries -- |
| \c Bool | Optimal position of simplified vertices | Each collapsed vertex is placed in the position minimizing the quadric error.
It can fail (creating bad spikes) in case of very flat areas.
If disabled edges are collapsed onto one of the two original vertices and the final mesh is composed by a subset of the original vertices. -- |
| \c Bool | Preserve Normal | Try to avoid face flipping effects and try to preserve the original orientation of the surface -- |
| \c Bool | Planar Simplification | Add additional simplification constraints that improves the quality of the simplification of the planar portion of the mesh. -- |
| \c Bool | Simplify only selected faces | The simplification is applied only to the selected set of faces.
Take care of the target number of faces! -- |
\section f85 Subdivision Surfaces: Midpoint
Apply a plain subdivision scheme where every edge is splitted on its midpoint
| \c Int | Max size to be closed | The size is expressed as number of edges composing the hole boundary -- |
| \c Bool | Close holes with selected faces | Only the holes with at least one of the boundary faces selected are closed -- |
| \c Bool | Select the newly created faces | After closing a hole the faces that have been created are left selected. Any previous selection is lost. Useful for example for smoothing the newly created holes. -- |
| \c Bool | Prevent creation of selfIntersecting faces | When closing an holes it tries to prevent the creation of faces that intersect faces adjacent to the boundary of the hole. It is an heuristic, non intersetcting hole filling can be NP-complete. -- |
\section f97 Freeze Current Matrix
Freeze the current transformation matrix into the coords of the vertices of the mesh (and set this matrix to the identity). In other words it applies in a definetive way the current matrix to the vertex coords.
| \c Mesh | Point set | The point set (or mesh) which defines the MLS surface. -- |
| \c Mesh | Proxy Mesh | The mesh that will be projected/resampled onto the MLS surface. -- |
| \c Bool | Selection only | If checked, only selected vertices will be projected. -- |
| \c Float | MLS - Filter scale | Scale of the spatial low pass filter.
It is relative to the radius (local point spacing) of the vertices. -- |
| \c Float | Projection - Accuracy (adv) | Threshold value used to stop the projections.
This value is scaled by the mean point spacing to get the actual threshold. -- |
| \c Int | Projection - Max iterations (adv) | Max number of iterations for the projection. -- |
| \c Float | MLS - Sharpness | Width of the filter used by the normal refitting weight.This weight function is a Gaussian on the distance between two unit vectors:the current gradient and the input normal. Therefore, typical value range between 0.5 (sharp) to 2 (smooth). -- |
| \c Int | MLS - Max fitting iterations | Max number of fitting iterations. (0 or 1 is equivalent to the standard IMLS) -- |
| \c Int | Refinement - Max subdivisions | Max number of subdivisions. -- |
| \c Float | Refinement - Crease angle (degree) | Threshold angle between two faces controlling the refinement. -- |
\section f107 MLS projection (APSS)
Project a mesh (or a point set) onto the MLS surface defined by itself or another point set.
| \c Mesh | Point set | The point set (or mesh) which defines the MLS surface. -- |
| \c Mesh | Proxy Mesh | The mesh that will be projected/resampled onto the MLS surface. -- |
| \c Bool | Selection only | If checked, only selected vertices will be projected. -- |
| \c Float | MLS - Filter scale | Scale of the spatial low pass filter.
It is relative to the radius (local point spacing) of the vertices. -- |
| \c Float | Projection - Accuracy (adv) | Threshold value used to stop the projections.
This value is scaled by the mean point spacing to get the actual threshold. -- |
| \c Int | Projection - Max iterations (adv) | Max number of iterations for the projection. -- |
| \c Float | MLS - Spherical parameter | Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interresting results, but take care with extremesettings ! -- |
| \c Bool | Accurate normals | If checked, use the accurate MLS gradient instead of the local approximationto compute the normals. -- |
| \c Int | Refinement - Max subdivisions | Max number of subdivisions. -- |
| \c Float | Refinement - Crease angle (degree) | Threshold angle between two faces controlling the refinement. -- |
\section f108 Marching Cubes (RIMLS)
Extract the iso-surface (as a mesh) of a MLS surface defined by the current point set (or mesh)using the marching cubes algorithm. The coarse extraction is followed by an accurate projectionstep onto the MLS, and an extra zero removal procedure.
| \c Float | MLS - Filter scale | Scale of the spatial low pass filter.
It is relative to the radius (local point spacing) of the vertices. -- |
| \c Float | Projection - Accuracy (adv) | Threshold value used to stop the projections.
This value is scaled by the mean point spacing to get the actual threshold. -- |
| \c Int | Projection - Max iterations (adv) | Max number of iterations for the projection. -- |
| \c Float | MLS - Sharpness | Width of the filter used by the normal refitting weight.This weight function is a Gaussian on the distance between two unit vectors:the current gradient and the input normal. Therefore, typical value range between 0.5 (sharp) to 2 (smooth). -- |
| \c Int | MLS - Max fitting iterations | Max number of fitting iterations. (0 or 1 is equivalent to the standard IMLS) -- |
| \c Int | Grid Resolution | The resolution of the grid on which we run the marching cubes.This marching cube is memory friendly, so you can safely set large values up to 1000 or even more. -- |
\section f109 Marching Cubes (APSS)
Extract the iso-surface (as a mesh) of a MLS surface defined by the current point set (or mesh)using the marching cubes algorithm. The coarse extraction is followed by an accurate projectionstep onto the MLS, and an extra zero removal procedure.
| \c Float | MLS - Filter scale | Scale of the spatial low pass filter.
It is relative to the radius (local point spacing) of the vertices. -- |
| \c Float | Projection - Accuracy (adv) | Threshold value used to stop the projections.
This value is scaled by the mean point spacing to get the actual threshold. -- |
| \c Int | Projection - Max iterations (adv) | Max number of iterations for the projection. -- |
| \c Float | MLS - Spherical parameter | Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interresting results, but take care with extremesettings ! -- |
| \c Bool | Accurate normals | If checked, use the accurate MLS gradient instead of the local approximationto compute the normals. -- |
| \c Int | Grid Resolution | The resolution of the grid on which we run the marching cubes.This marching cube is memory friendly, so you can safely set large values up to 1000 or even more. -- |
\section f110 Colorize curvature (RIMLS)
Colorize the vertices of a mesh or point set using the curfvature of the underlying surface.
| \c Bool | Selection only | If checked, only selected vertices will be projected. -- |
| \c Float | MLS - Filter scale | Scale of the spatial low pass filter.
It is relative to the radius (local point spacing) of the vertices. -- |
| \c Float | Projection - Accuracy (adv) | Threshold value used to stop the projections.
This value is scaled by the mean point spacing to get the actual threshold. -- |
| \c Int | Projection - Max iterations (adv) | Max number of iterations for the projection. -- |
| \c Float | MLS - Sharpness | Width of the filter used by the normal refitting weight.This weight function is a Gaussian on the distance between two unit vectors:the current gradient and the input normal. Therefore, typical value range between 0.5 (sharp) to 2 (smooth). -- |
| \c Int | MLS - Max fitting iterations | Max number of fitting iterations. (0 or 1 is equivalent to the standard IMLS) -- |
| \c Enum | Curvature type | The type of the curvature to plot. -- |
\section f111 Colorize curvature (APSS)
Colorize the vertices of a mesh or point set using the curfvature of the underlying surface.
| \c Bool | Selection only | If checked, only selected vertices will be projected. -- |
| \c Float | MLS - Filter scale | Scale of the spatial low pass filter.
It is relative to the radius (local point spacing) of the vertices. -- |
| \c Float | Projection - Accuracy (adv) | Threshold value used to stop the projections.
This value is scaled by the mean point spacing to get the actual threshold. -- |
| \c Int | Projection - Max iterations (adv) | Max number of iterations for the projection. -- |
| \c Float | MLS - Spherical parameter | Control the curvature of the fitted spheres: 0 is equivalent to a pure plane fit,1 to a pure spherical fit, values between 0 and 1 gives intermediate results,while others real values might give interresting results, but take care with extremesettings ! -- |
| \c Enum | Curvature type | The type of the curvature to plot. ApproxMean uses the radius of the fitted sphere as an approximation of the mean curvature. -- |
\section f112 Estimate radius from density
Estimate the local point spacing (aka radius) around each vertex using a basic estimate of the local density.
| \c AbsPerc | Voxel Side | VoxelSide -- |
| \c Int | SubVol Splitting | The level of recursive splitting of the subvolume reconstruction process. A value of '3' means that a 3x3x3 regular space subdivision is created and the reconstruction process generate 8 matching meshes. It is useful for reconsruction objects at a very high resolution. Default value (1) means no splitting. -- |
| \c Float | Geodesic Weighting | The influence of each range map is weighted with its geodesic distance from the borders. In this way when two (or more ) range maps overlaps their contribution blends smoothly hiding possible misalignments. -- |
| \c Bool | Show Result | if not checked the result is only saved into the current directory -- |
| \c Int | Volume Laplacian iter | How many volume smoothing step are performed to clean out the eventually noisy borders -- |
| \c Int | Widening | How many voxel the field is expanded. Larger this value more holes will be filled -- |
| \c Bool | Vertex Splatting | This option use a different way to build up the volume, instead of using rasterization of the triangular face it splat the vertices into the grids. It works under the assumption that you have at least one sample for each voxel of your reconstructed volume. -- |
| \c Bool | Post Merge simplification | After the merging an automatic simplification step is performed. -- |
\section f115 Simplfication: MC Edge Collapse
A simplification/cleaning algoritm tailored for meshes generated by Marching Cubes algorithm.
| \c Int | Octree Depth | Set the depth of the Octree used for extracting the final surface. Suggested range 5..10. Higher numbers mean higher precision in the reconstruction but also higher processing times. Be patient.
-- |
| \c Int | Solver Divide | This integer argument specifies the depth at which a block Gauss-Seidel solver is used to solve the Laplacian equation.
Using this parameter helps reduce the memory overhead at the cost of a small increase in reconstruction time.
In practice, the authors have found that for reconstructions of depth 9 or higher a subdivide depth of 7 or 8 can reduce the memory usage.
The default value is 8.
-- |
| \c Float | Samples per Node | This floating point value specifies the minimum number of sample points that should fall within an octree node as the octree
construction is adapted to sampling density. For noise-free samples, small values in the range [1.0 - 5.0] can be used.
For more noisy samples, larger values in the range [15.0 - 20.0] may be needed to provide a smoother, noise-reduced, reconstruction.
The default value is 1.0. -- |
| \c Float | Surface offsetting | This floating point value specifies a correction value for the isosurface threshold that is chosen.
Values < 1 means internal offsetting, >1 external offsetting.Good values are in the range 0.5 .. 2.
The default value is 1.0 (no offsetting). -- |
\section f117 Convex Hull
Calculate the
| \c DynamicFloat | radius threshold | Bounds the radius of the sphere used to select visible points.It is used to adjust the radius of the sphere (calculated as distance between the center and the farthest point from it) according to the following equation: radius = radius * pow(10,threshold); As the radius increases more points are marked as visible.Use a big threshold for dense point clouds, a small one for sparse clouds. -- |
| \c Bool | Use ViewPoint from Mesh Camera | Uses the ViewPoint from the camera associated to the current mesh
if there is no camera, an error occurs -- |
| \c Point3f | ViewPoint | if UseCamera is true, this value is ignored -- |
| \c Bool | Show Partial Convex Hull of flipped points | Show Partial Convex Hull of the transformed point cloud -- |
| \c Bool | Show a triangulation of the visible points | Show a triangulation of the visible points -- |
| \c Bool | Re-orient all faces of the CH coherentely | Re-orient all faces of the CH coherentely.If no Convex Hulls are selected , this value is ignored -- |
\section f122 Quality Mapper applier
The filter maps quality levels into colors using a colorband built from a transfer function (may be loaded from an external file) and colorizes the mesh vertexes. The minimum, medium and maximum quality values can be set by user to obtain a custom quality range for mapping
| \c Float | Minimum mesh quality | The specified quality value is mapped in the lower end of the choosen color scale. Default value: the minumum quality value found on the mesh. -- |
| \c Float | Maximum mesh quality | The specified quality value is mapped in the upper end of the choosen color scale. Default value: the maximum quality value found on the mesh. -- |
| \c Float | Gamma biasing (0..100) | Defines a gamma compression of the quality values, by setting the position of the middle of the color scale. Value is defined as a percentage (0..100). Default value is 50, that corresponds to a linear mapping. -- |
| \c Float | Mesh brightness | must be between 0 and 2. 0 represents a completely dark mesh, 1 represents a mesh colorized with original colors, 2 represents a completely bright mesh -- |
| \c Enum | Transfer Function type to apply to filter | Choose the Transfer Function to apply to the filter -- |
| \c String | Custom TF Filename | Filename of the transfer function to be loaded, used only if you have chosen the Custom Transfer Function. -- |
\section f123 Mesh Element Subsampling
Create a new layer populated with a point sampling of the current mesh, At most one sample for each element of the mesh is created. Samples are taking in a uniform way, one for each element (vertex/edge/face); all the elements have the same probabilty of being choosen.
| \c Int | Number of samples | The desired number of samples. The ray of the disk is calculated according to the sampling density. -- |
| \c AbsPerc | Explicit Radius | If not zero this parameter override the previous parameter to allow exact radius specification -- |
| \c Int | MonterCarlo OverSampling | The over-sampling rate that is used to generate the intial Montecarlo samples (e.g. if this parameter is K means thatK x poisson sample points will be used). The generated Poisson-disk samples are a subset of these initial Montecarlo samples. Larger this number slows the process but make it a bit more accurate. -- |
| \c Bool | Base Mesh Subsampling | If true the original vertices of the base mesh are used as base set of points. In this case the SampleNum should be obviously much smaller than the original vertex number. Note that this option is very useful in the case you want to subsample a dense point cloud. -- |
| \c Bool | Refine Existing Samples | If true the vertices of the below mesh are used as starting vertices, and they will utterly refined by adding more and more points until possible. -- |
| \c Mesh | Samples to be refined | Used only if the above option is checked. -- |
\section f128 Variable density Disk Sampling
Create a new layer populated with a point sampling of the current mesh; samples are generated according to a Poisson-disk distribution
| \c Mesh | Sampled Mesh | The mesh whose surface is sampled. For each sample we search the closest point on the Target Mesh. -- |
| \c Mesh | Target Mesh | The mesh that is sampled for the comparison. -- |
| \c Bool | Save Samples | Save the position and distance of all the used samples on both the two surfaces, creating two new layers with two point clouds representing the used samples. -- |
| \c Bool | Sample Vertexes | For the search of maxima it is useful to sample vertices and edges of the mesh with a greater care. It is quite probably the the farthest points falls along edges or on mesh vertexes, and with uniform montecarlo sampling approachesthe probability of taking a sample over a vertex or an edge is theoretically null. On the other hand this kind of sampling could make the overall sampling distribution slightly biased and slightly affects the cumulative results. -- |
| \c Bool | Sample Edges | See the above comment. -- |
| \c Bool | Sample FauxEdge | See the above comment. -- |
| \c Bool | Sample Faces | See the above comment. -- |
| \c Int | Number of samples | The desired number of samples. It can be smaller or larger than the mesh size, and according to the choosed sampling strategy it will try to adapt. -- |
| \c AbsPerc | Max Distance | Sample points for which we do not find anything whithin this distance are rejected and not considered neither for averaging nor for max. -- |
\section f130 Texel Sampling
Create a new layer with a point sampling of the current mesh, a sample for each texel of the mesh is generated
| \c Int | Texture Width | A sample for each texel is generated, so the desired texture size is need, only samples for the texels falling inside some faces are generated.
Setting this param to 256 means that you get at most 256x256 = 65536 samples). If this parameter is 0 the size of the current texture is choosen. -- |
| \c Int | Texture Height | A sample for each texel is generated, so the desired texture size is need, only samples for the texels falling inside some faces are generated.
Setting this param to 256 means that you get at most 256x256 = 65536 samples) -- |
| \c Bool | UV Space Sampling | The generated texel samples have their UV coords as point positions. The resulting point set is has a square domain, the texels/points, even if on a flat domain retain the original vertex normal to help a better perception of the original provenience. -- |
| \c Bool | RecoverColor | The generated point cloud has the current texture color -- |
\section f131 Vertex Attribute Transfer
Transfer the choosen per-vertex attributes from one mesh to another. Useful to transfer attributes to different representations of a same object.
| \c Mesh | Source Mesh | The mesh that contains the source data that we want to transfer. -- |
| \c Mesh | Target Mesh | The mesh whose vertexes will receive the data from the source. -- |
| \c Bool | Transfer Geometry | if enabled, the position of each vertex of the target mesh will be snapped onto the corresponding closest point on the source mesh -- |
| \c Bool | Transfer Normal | if enabled, the normal of each vertex of the target mesh will get the (interpolated) normal of the corresponding closest point on the source mesh -- |
| \c Bool | Transfer Color | if enabled, the color of each vertex of the target mesh will become the color of the corresponding closest point on the source mesh -- |
| \c Bool | Transfer quality | if enabled, the quality of each vertex of the target mesh will become the quality of the corresponding closest point on the source mesh -- |
| \c Bool | Store dist. as quality | if enabled, we store the distance of the transferred value as in the vertex quality -- |
| \c AbsPerc | Max Dist Search | Sample points for which we do not find anything whithin this distance are rejected and not considered for recovering attributes. -- |
\section f132 Uniform Mesh Resampling
Create a new mesh that is a resampled version of the current one.
| \c AbsPerc | Precision | Size of the cell, the default is 1/50 of the box diag. Smaller cells give better precision at a higher computational cost. Remember that halving the cell size means that you build a volume 8 times larger. -- |
| \c AbsPerc | Offset | Offset of the created surface (i.e. distance of the created surface from the original one). If offset is zero, the created surface passes on the original mesh itself. Values greater than zero mean an external surface, and lower than zero mean an internal surface. In practice this value is the threshold passed to the Marching Cube algorithm to extract the isosurface from the distance field representation. -- |
| \c Bool | Clean Vertices | If true the mesh generated by MC will be cleaned by unifying vertices that are almost coincident -- |
| \c Bool | Discretize | If true the position of the intersected edge of the marching cube grid is not computed by linear interpolation, but it is placed in fixed middle position. As a consequence the resampled object will look severely aliased by a stairstep appearance. Useful only for simulating the output of 3D printing devices. -- |
| \c Bool | Multisample | If true the distance field is more accurately compute by multisampling the volume (7 sample for each voxel). Much slower but less artifacts. -- |
| \c Bool | Absolute Distance | If true a not signed distance field is computed. In this case you have to choose a not zero Offset and a double surface is built around the original surface, inside and outside. Is useful to convrt thin floating surfaces into solid, thick meshes.. t -- |
\section f133 Voronoi Vertex Clustering
Apply a clustering algorithm that builds voronoi cells over the mesh starting from random points,collapse each voronoi cell to a single vertex, and construct the triangulation according to the clusters adjacency relations.
| \c Color | Color To Select | Color that you want to be selected. -- |
| \c Enum | Pick Color Space | The color space that the sliders will manipulate. -- |
| \c Bool | Inclusive Sel. | If true only the faces with all the vertices within the specified range are selected. Otherwise any face with at least one vertex within the range is selected. -- |
| \c DynamicFloat | Variation from Red or Hue | A float between 0 and 1 that represents the percent variation from this color that will be selected. For example if the R was 200 and you put 0.1 then any color with R 200+-25.5 will be selected. -- |
| \c DynamicFloat | Variation from Green or Saturation | A float between 0 and 1 that represents the percent variation from this color that will be selected. For example if the R was 200 and you put 0.1 then any color with R 200+-25.5 will be selected. -- |
| \c DynamicFloat | Variation from Blue or Value | A float between 0 and 1 that represents the percent variation from this color that will be selected. For example if the R was 200 and you put 0.1 then any color with R 200+-25.5 will be selected. -- |
\section f155 Cross section parallel planes
Export one or more cross sections of the current mesh relative to one of the XY, YZ or ZX axes in svg format. By default, the cross-section goes through the middle of the object (Cross plane offset == 0).
| \c Float | Dimension on the longer axis (cm) | specify the dimension in cm of the longer axis of the current mesh, this will be the output dimension of the svg -- |
| \c FileName | Output File | Name of the svg files and of the folder containing them, it is automatically created in the Sample folder of the Meshlab tree -- |
| \c Point3f | Custom axis | Specify a custom axis, this is only valid if the above parameter is set to Custom -- |
| \c Float | Cross plane offset | Specify an offset of the cross-plane. The offset corresponds to the distance from the point specified in the plane reference parameter. By default (Cross plane offset == 0) -- |
| \c Enum | plane reference | Specify the reference from which the planes are shifted -- |
| \c Float | Medium thickness | Thickness of the medium where the pieces will be cut away -- |
| \c Int | Number of Planes | Step value between each plane for automatically generating cross-sections. Should be used with the bool selection above. -- |
| \c Bool | Single SVG | Automatically generate a series of cross-sections along the whole length of the object and store each plane in a separate SVG file. The distance between each plane is given by the step value below -- |
| \c Bool | Hide Original Mesh | Hide the Original Mesh -- |
| \c Bool | Hide Slices | Hide the Generated Slices -- |
| \c Bool | Hide Planes | Hide the Generated Slicing Planes -- |
| \c Bool | Cap input mesh holes | Eventually cap the holes of the input mesh before applying the filter -- |
\section f156 Cross section single plane
Export once cross section of the current mesh relative to an axes in svg format.
| \c Float | Dimension on the longer axis (cm) | specify the dimension in cm of the longer axis of the current mesh, this will be the output dimension of the svg -- |
| \c FileName | Output File | Name of the svg files and of the folder containing them, it is automatically created in the Sample folder of the Meshlab tree -- |
| \c Point3f | Custom axis | Specify a custom axis, this is only valid if the above parameter is set to Custom -- |
| \c Float | Cross plane offset | Specify an offset of the cross-plane. The offset corresponds to the distance from the point specified in the plane reference parameter. By default (Cross plane offset == 0) -- |
| \c Enum | plane reference | Specify the reference from which the planes are shifted -- |
\section f157 Move selection on another layer
Selected faces are moved (or duplicated) in a new layer
| \c Mesh | Source Mesh | The mesh that contains the source data that we want to transfer -- |
| \c Mesh | Target Mesh | The mesh whose texture will be filled according to source mesh texture or vertex color -- |
| \c Enum | Color Data Source | Choose to transfer color information from source mesh texture or vertex color -- |
| \c AbsPerc | Max Dist Search | Sample points for which we do not find anything whithin this distance are rejected and not considered for recovering data -- |
| \c String | Texture file | The texture file to be created -- |
| \c Int | Texture width (px) | The texture width -- |
| \c Int | Texture height (px) | The texture height -- |
| \c Bool | Overwrite Target Mesh Texture | if target mesh has a texture will be overwritten (with provided texture dimension) -- |
| \c Bool | Assign Texture | assign the newly created texture to target mesh -- |
\section f166 Texture to Vertex Color (between 2 meshes)
Generates Vertex Color values picking color from another mesh texture.