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490 lines
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<h1><img style="WIDTH: 400px; HEIGHT: 65px" alt="MeshLab" src="meshlab.png" /></h1>
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<p class="body">MeshLab is an open source portable and
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extendible system for the processing and editing of unstructured 3D triangular
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meshes. <br/>The system is aimed to help the processing of
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the typical not-so-small unstructured models arising in 3D scanning, providing a
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set of tools for editing, cleaning, healing, inspecting, rendering and
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converting this kind of meshes.<br/><br/>The project is supported by the European Network of
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Excellence <a href="http://www.epoch-net.org/">Epoch</a>
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and <a href="http://www.aimatshape.net/">Aim@Shape</a>
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<br/><br/>The system is heavily based on
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the <a href="http://vcg.sourceforge.net">VCG library</a>
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developed at the <a href="http://vcg.isti.cnr.it">Visual
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Computing Lab</a> of <a href="http://www.isti.cnr.it" >ISTI - CNR</a>, for all the core mesh processing
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tasks. The MeshLab system started in late 2005 as a part of the <a
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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>
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department of University of Pisa and most of the code (~15k lines) of the first
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versions was written by a handful of students. Also this year <a
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href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0607/index.html">FGT</a> students has continued to work to this project implementing new features.
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The proud MeshLab <a href="#Developers" >developers</a> are listed below. </p>
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<p class="body"><a
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href="http://sourceforge.net/project/showfiles.php?group_id=149444"></a></p>
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<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>
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<a href="#History">(changes)</a></p><br/>
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<p class="body">Remember that, whenever you use MeshLab in a
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official/commercial project, you should : </p>
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<ul>
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<li>Explicitly cite in your work that you have used
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MeshLab, a tool developed with the support of the <a
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href="http://www.epoch-net.org/">Epoch</a> NOE, </li>
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<li>Post a couple of lines in the <a
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href="http://sourceforge.net/forum/forum.php?forum_id=499532"
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>users' forum</a> describing the project where MeshLab was
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used. </li>
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</ul>
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<h2><a name="Features"></a>Features</h2>
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<ul>
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<li>Interactive selection and deletion of portion of the
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mesh. Even for large models. </li>
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<li> Painting interface for selecting, smoothing and coloring meshes.</li>
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<li><b>Input/output</b> in many formats:
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<ul>
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<li>import:<b>PLY, STL, OFF, OBJ, 3DS, COLLADA, PTX</b> </li>
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<li>export:<b>PLY, STL, OFF, OBJ, 3DS, COLLADA, VRML, DXF</b></li>
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</ul></li>
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<li>Mesh <b>Cleaning</b> Filters:
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<ul>
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<li>removal of duplicated, unreferenced vertices, null
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faces </li>
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<li>removal of small isolated components </li>
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<li>coherent normal unification and flipping </li>
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<li>erasing of non manifold faces </li>
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<li>automatic filling of small holes </li>
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</ul></li>
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<li><b>Remeshing</b> filters:
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<ul>
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<li>High quality edge collapse simplfication (even meshes with texture coords preservation)</li>
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<li>Surface reconstruction from points (a ball pivoting variant) </li>
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<li>Subdivision surfaces (loop and butterfly) </li>
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<li>Smoothing and fairing filters </li>
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</ul></li>
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<li>Various <b> Colorization/inspection</b> filters
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<ul>
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<li>Gaussian and mean curvature </li>
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<li>Border edges </li>
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<li>Non two-manifold edges </li>
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<li>Self intersecting faces </li>
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</ul></li>
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<li>OpenGL Shader based rendering (write your own
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shader!) compatible with Typhoon Lab's Shader Designer </li>
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<li>Large rendering (up to 16k x 16k) for high quality
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printing </li>
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<li>The history of the all performed cleaning/editing
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actions can be re-played on different meshes or saved and for archival
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purposes. </li>
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<li>Extendible plugins based architecture, writing new
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mesh processing functions, colorization filters and support for different file
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formats is quite easy! Look at <a
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href="http://meshlab.sourceforge.net/filter.html"
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>Filter-PlugIn Sample</a> or <a
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href="http://meshlab.sourceforge.net/meshio.html"
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>MeshIO-PlugIn Sample</a> </li></ul>
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Bug reports and feature
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requests should be filed using the sourceforge <a
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href="http://sourceforge.net/tracker/?group_id=149444">service -></a><br/>General questions
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can be posted on the <a
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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>
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<h2>ScreenShots</h2>
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<table style="WIDTH: 100%; TEXT-ALIGN: left" cellspacing="2" cellpadding="2" border="1">
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<tbody>
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<tr>
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<td colspan="2">Snapshots taken from MeshLab v <b>1.0.0</b> </td></tr>
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<tr>
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<td><a href="SnapMeshLab.QuadricTexture1.png" ><img alt="" src="SnapMeshLab.QuadricTexture1.small.jpg" /></a>
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<a href="SnapMeshLab.QuadricTexture2.png" ><img alt="" src="SnapMeshLab.QuadricTexture2.small.jpg" /></a>
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</td>
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<td>An example of the new quadric based simplification algorithm that is now able to correctly manage texture coordinateds.
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New texture coords are computed for the vertexes resulting from the edge collpases and
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even texture seams are correctly simplified.
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</td>
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</tr>
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<tr>
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<td colspan="2">Snapshots taken from MeshLab v <b>0.9</b> </td></tr>
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<tr>
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<td><a href="SnapMeshLab.HoleFillNew1.png" ><img alt="" src="SnapMeshLab.HoleFillNew1.small.jpg" /></a>
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<a href="SnapMeshLab.HoleFillNew2.png" ><img alt="" src="SnapMeshLab.HoleFillNew2.small.jpg" /></a>
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</td>
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<td>An example of the improved hole filling algorithm. Holes with irregularly shaped borders can be successfully closed with (possibly) non self-intersecting patches.
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</td>
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</tr>
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<tr>
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<td colspan="2">Snapshots taken from MeshLab v <b>0.8</b> </td></tr>
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<tr>
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<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>
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<td>An example of automatic noise removal. A mesh
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with some random noise (left) is smoothed twice (center and right) using a
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feature preserving two-step smoothing algorithm. </td></tr>
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<tr>
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<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>
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<td>An example of automatic hole filling. All the
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holes with a boundary smaller than a given threshold (30 edges in this
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case) are autmatically filled. </td></tr>
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<tr>
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<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>
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<td>An example of the high quality edgecollapse
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simplification algorithm based on quadric error metrics. A ~1.000.000
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triangle mesh (left) is simplified to 100.000 (center) and then up to
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10.000 triangles, while maintaining most of its geometric features. </td></tr>
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<tr>
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<td colspan="2">Snapshots taken from MeshLab v <b>0.7</b> </td></tr>
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<tr>
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<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>
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<td>An interactive editing session over the a mesh
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built a using geometry-from-photo-sequence reconstruction tool developed
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withing the EPOCH framework. An unwanted part of the mesh is selected and
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deleted. Original mesh courtesy of the Epoch network. </td></tr>
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<tr>
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<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>
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<td>An interactive editing session over the 8M tri
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David model. The bottom part of the mesh is selected and deleted. Original
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mesh courtesy of <a
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href="http://www-graphics.stanford.edu/data/dmich-public/"
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>Stanford Digital Michelangelo Project</a>. </td></tr>
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<tr>
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<td><a href="Laurana50k_hatch.jpg" ><img alt="" src="Laurana50k_hatch.small.png" /></a></td>
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<td>One example of real time NPR rendering using a
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hatching style implemented through a OpenGL shader. The shader was used to
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create the high res snapshot (2282x2942). </td></tr>
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<tr>
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<td colspan="2">Snapshots taken from MeshLab v 0.6
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</td></tr>
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<tr>
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<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>
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<td>A couple of examples of a OpenGL shaders applied
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over a 3.7 Mtri model (courtesy of <a href="http://www.aimatshape.net"
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>Aim@Shape</a> Shape repository).. </td></tr>
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<tr>
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<td colspan="2">Snapshots taken from MeshLab v 0.5
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</td></tr>
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<tr>
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<td><a href="SnapMeshLab.thai.jpg" ><img alt="" src="SnapMeshLab.thai.small.jpg" /></a></td>
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<td>A 10,000,000 face model successfully loaded and
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ready for inspecting. 3D Model of a Thai statue courtesy of<a
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href="http://www.xyzrgb.com/"> XYZ RGB inc.</a>
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provided by the <a href="http://www-graphics.stanford.edu/data/3Dscanrep/"
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>Stanford 3D Scanning Repository</a>.<a
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href="http://www.xyzrgb.com/"></a> </td></tr>
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<tr>
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<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>
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<td>A textured ply model of the well known
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Michelangelo David, original mesh courtesy of <a
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href="http://www-graphics.stanford.edu/data/dmich-public/"
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>Stanford Digital Michelangelo Project</a>, texturing
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done by <a href="http://vcg.isti.cnr.it/"
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>Visual Computing Lab ISTI - CNR </a> through
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integration of photos taken during the <a
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href="http://vcg.isti.cnr.it/projects/davidrestoration/restaurodavid.htm"
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>Restoration of the David.</a></td></tr>
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<tr>
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<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>
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<td>A model with self intersecting faces detected by
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MeshLab colored in red. Mesh courtesy of the Aim@Shape <a
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href="http://shapes.aim-at-shape.net/index.php">Shape
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Repository.</a></td></tr>
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<tr>
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<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>
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<td>A model with border edges colored in
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blue. Mesh courtesy of the <a
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href="http://shapes.aim-at-shape.net/index.php">Shape
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Repository </a>of Aim@Shape.</td></tr>
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<tr>
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<td><a
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href="http://sourceforge.net/project/showfiles.php?group_id=149444&package_id=165026&release_id=383433"
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><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>
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<td>A high resolution snapshot (4400x9110) taken with
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MeshLab of the 10 Mtri 3D model of the above cited Thai
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statuette. The snapshot is a 17Mb png, so you can <a
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href="http://sourceforge.net/project/showfiles.php?group_id=149444&package_id=165026&release_id=383433"
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>download</a> it using the sourceforge file
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distribution system. On the right you can see a very small portion of the
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orginal sample just to give you an idea of the quality of a 40
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Mpix image. </td></tr>
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<tr>
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<td><img alt="" src="David8M.small.jpg" /><img alt="" src="David8M.detail.jpg" /></td>
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<td>An high resolution rendering (3200x6424) taken
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with MeshLab of the 8 Mtri model of the Michelangelo David. Original mesh
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courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/"
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>Stanford Digital Michelangelo Project</a>. The model
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is interactively rendered using a pre-computed ambient occlusion term
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computed with the open source <a
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href="http://vcg.sourceforge.net/tiki-index.php?page=ShadeVis"
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>ShadeVis</a> tool. On the right you can see a very
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small portion of the original rendering just to give you an idea of the
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quality of the original 20 Mpix image.</td></tr></tbody></table>
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<h2><a name="Developers"></a>Developers</h2>
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<ul>
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<li>Designer: <a href="http://vcg.isti.cnr.it/%7Ecignoni">Paolo Cignoni</a> </li>
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<li>Filtering Plugins:
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<ul>
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<li>Mario Latronico [<b>latronic</b>], Andrea Venturi [<b>giec</b>], Elisa Cerisoli [<b>e_cerisoli</b>], Francesco Pirosu [<b>pirosu</b>]</li>
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</ul></li>
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<li>Interface Framework
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<ul>
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<li>Alessio Mochi [<b>mochi</b>], Daniele Vacca [<b>glVertex</b>], Davide Portelli [<b>portelli</b>] </li>
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</ul></li>
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<li>Rendering Modes
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<ul>
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<li>Massimiliano Corsini [<b>corsini</b>], Francesco Vannini [<b>vannini</b>], Giorgio Gangemi [<b
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>ggangemi</b>] </li>
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</ul></li>
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<li> Brush Painting and Selection:
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<ul>
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<li>Andreas Gfrei[<b>gfrei</b>]</li>
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</ul></li>
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<li>IO filters:
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<ul>
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<li>Andrea Buzzelli [<b>buzzelli</b>], Guido Ranzuglia [<b>granzuglia</b>], Federico Mazzanti [<b>fmazzant</b>] </li>
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</ul></li>
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<li>Linux Porting and Epoch plugins integration:
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<ul>
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<li>Maarten Vergauwen [<b>zifnab1974</b>] </li>
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</ul></li></ul>
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<h2><a name="History"></a>History</h2>
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<ul>
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<li><i>04/04/2007</i> V 1.0.0 Release
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<span class="shown" id="_no_V10"><font size="-1"><a href="javascript:showNow('_V10');hideNow('_no_V10');" >
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<b>[details]</b></a></font> </span><span class="hidden" id="_V10">
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<a href="javascript:showNow('_no_V10');hideNow('_V10');" >
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<b>[hide]</b></a> <font color="#777777" size="-1">
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<pre> ** New features **
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Support of WRL and SMF file format (write only)
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Support of PTX file format (read only)
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Automatic checking of new version
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Non manifold vertex coloring
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Improved quality and robustness of Hole Filling filter
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(now large and non manifold holes can be handled)
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** Corrected Bugs **
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nasty bug that affected the saving and loading various 3d format (3ds, obj and off)
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</pre></font></span></li>
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<li><i>12/12/2006</i> V 0.9 Release
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<span class="shown" id="_no_V09"><font size="-1"><a href="javascript:showNow('_V09');hideNow('_no_V09');" >
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<b>[details]</b></a></font> </span><span class="hidden" id="_V09">
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<a href="javascript:showNow('_no_V09');hideNow('_V09');" >
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<b>[hide]</b></a> <font color="#777777" size="-1"><pre>
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** New features **
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Support of WRL and SMF file format (write only)
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Support of PTX file format (read only)
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Automatic checking of new version
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Non manifold vertex coloring
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Improved quality and robustness of Hole Filling filter
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(now large and non manifold holes can be handled)
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** Corrected Bugs **
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nasty bug that affected the saving and loading various 3d format (3ds, obj and off)
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</pre></font></span></li>
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<li><i>10/11/2006</i> V 0.8 Release
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<span class="shown" id="_no_V08"><font size="-1"><a href="javascript:showNow('_V08');hideNow('_no_V08');" >
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<b>[details]</b></a></font> </span><span class="hidden" id="_V08">
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<a href="javascript:showNow('_no_V08');hideNow('_V08');" >
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<b>[hide]</b></a> <font color="#777777" size="-1"><pre>
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** New features **
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New High Quality Quadric Based Simplification filter
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Support of Collada file format (read and write)
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Support for 3d models reconstructed by the Epoch 3d Web Service
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Support for point based models
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- Computation of implicit surface normals
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- Surface reconstruction (a ball pivoting variant)
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First command line version
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|
Filter history recording
|
|
|
|
** Corrected Bugs **
|
|
No more sticky trackball
|
|
Better OBJ and OFF loading/saving
|
|
Better control of lighting in Shaders and debugged/improved most of shaders.
|
|
|
|
** Known Bugs **
|
|
- Collada support for non triangulated meshes is missing
|
|
- 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>
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<li><i>22/06/2006</i> V 0.7 Release
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<span class="shown" id="_no_V07"><font size="-1"
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><a href="javascript:showNow('_V07');hideNow('_no_V07');" ><b
|
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>[details]</b></a></font> </span><span class="hidden"
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id="_V07"><a href="javascript:showNow('_no_V07');hideNow('_V07');" ><b
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>[hide]</b></a><font color="#777777" size="-1"
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> <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
|
|
Shaders debugged
|
|
Better choice of initial modes
|
|
Automatic Installer for windows
|
|
No more intrusive progress bars
|
|
</pre></font></span></li>
|
|
<li><i>12/03/2006</i> V 0.6 Release
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|
<span class="shown" id="_no_V06"><font size="-1"
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><a href="javascript:showNow('_V06');hideNow('_no_V06');" ><b
|
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>[details]</b></a></font> </span><span class="hidden"
|
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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
|
|
- Better managing of optional mesh datas
|
|
- Better color initialization
|
|
Plugin System
|
|
- Decoration:
|
|
Thicked axes with arrows and axes names
|
|
Quoted Box
|
|
Normals restyled
|
|
- Filters
|
|
Sub-division surface
|
|
Remove triangles above threshold
|
|
Apply Transformation
|
|
Color non-manifold
|
|
- Colorize:
|
|
Curvature code restyled<br/>
|
|
RMS curvature
|
|
Absolute curvature
|
|
By Quality
|
|
Added restore color function
|
|
- Shaders:
|
|
Import code restyled and optimized
|
|
Runtime dynamic dialog created to change shader properties
|
|
- Import/Export:
|
|
.3DS Import/Export full supported (via lib3ds)
|
|
* User Interface
|
|
- Reimplemented double-sided lighting
|
|
- Added some new shortcuts
|
|
- Optimizations in ChangeFOV (Vertigo effect)
|
|
- Solved OpenGL bugs on FLAT_LINES
|
|
- Solved bug in trackball visualization
|
|
- Light direction can be rotated
|
|
- Better scalable fonts
|
|
- Quick help on screen (Press F1)
|
|
- About plugin restyled
|
|
</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 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></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 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 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 & 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<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>
|
|
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