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470 lines
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<title>MeshLab</title>
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<meta content="Paolo Cignoni" name="author">
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<meta content="mesh 3d processing meshlab scanning" name="keywords">
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<meta content="Course Web page" name="description">
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<body>
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<div id="leftcontent">
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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 extendible system for the
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processing and editing of unstructured 3D triangular meshes. <br>
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The system is aimed to help the processing of the typical not-so-small
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unstructured models arising in 3D scanning, providing a set of tools for
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editing, cleaning, healing, inspecting, rendering and converting this kind of
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meshes.<br>
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<br>
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The project is supported by the European Network of Excellence <a href="http://www.epoch-net.org/">
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Epoch</a>
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<br>
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<br>
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The system is heavily based on 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 Computing Lab</a> of <A href="www.isti.cnr.it">
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ISTI - CNR</A>, for all the core mesh processing tasks. The MeshLab system
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started as a part of the <a href="http://vcg.isti.cnr.it/%7Ecignoni/FGT0506/index.html">
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FGT</a> course of the <A href="www.di.unipi.it">Computer Science</A> department
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of University of Pisa and most of the code (~15k lines) of the first versions
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was written by a handful of <A href="#Developers">students</A>. </p>
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<p class="body"><a href="http://sourceforge.net/project/showfiles.php?group_id=149444"></a></p>
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<p class="body"><a href="http://sourceforge.net/project/showfiles.php?group_id=149444">Download
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</a><a href="http://sourceforge.net/project/showfiles.php?group_id=149444">
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Latest Version (9 November 2006) <b><i> V0.8 </i></b></a></p>
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<br>
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<p class="body">Remember that, whenever you use MeshLab in a official/commercial
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project, you should : </p>
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<ul>
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<li>
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Explicitly cite in your work that you have used MeshLab a tool developed with
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the support of the <a href="http://www.epoch-net.org/">Epoch</a> NOE,
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<li>
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Post a couple of lines in the <a href="http://sourceforge.net/forum/forum.php?forum_id=499532">
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users' forum</a> describing the project where MeshLab was used.
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</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>
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Interactive selection and deletion of portion of the mesh. Even for large
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models.
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<LI>
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<b>Input/output</b> in many formats: <b>PLY, STL, OFF, OBJ, 3DS and COLLADA</b>
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<li>
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Mesh <b>Cleaning</b> Filters:
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<ul>
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<li> removal of duplicated, unreferenced vertices, null faces
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<li> removal of small isolated components
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<li> coherent normal unification and flipping
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<li> erasing of non manifold faces
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<li> automatic filling of small holes
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</li>
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</ul>
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<li>
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<b>Remeshing</b> filters:
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<ul>
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<li> High quality edge collapse simplfication
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<li> Surface from points (a ball pivoting variant)
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<li> Subdivision surfaces (loop and butterfly)
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<li> Smoothing and fairing filters
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</li>
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</ul>
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<li>
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Various <b>Colorization/inspection</b> filters
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<ul>
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<li> Gaussian and mean curvature
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<li> Border edges
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<li> Non two-manifold edges
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<li> Self intersecting faces
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</li>
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</ul>
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</li>
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<li>
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OpenGL Shader based rendering (write your own shader!) compatible with Typhoon Lab's Shader
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Designer
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</li>
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<li>
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Large rendering (up to 16k x 16k) for high quality printing
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<LI>
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The history of the all performed cleaning/editing actions can be re-played on
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different meshes or saved and for archival purposes.
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</LI>
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<LI>
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Extendible plugins based architecture, writing new mesh processing functions,
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colorization filters and support for different file formats is quite easy! Look
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at <a href="http://meshlab.sourceforge.net/filter.html"> Filter-PlugIn Sample</a>
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or <a href="http://meshlab.sourceforge.net/meshio.html"> MeshIO-PlugIn Sample</a>
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</ul>
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Bug reports and feature requests should be filed using the sourceforge <a href="http://sourceforge.net/tracker/?group_id=149444">
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service -></a><br>
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General questions can be posted on the <a href="http://sourceforge.net/forum/forum.php?forum_id=499533">
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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>0.8</b> </td>
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</tr>
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<tr>
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<td>
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<A href="SnapMeshLab.SmoothTS1.png"><IMG alt="" src="SnapMeshLab.SmoothTS1.small.jpg"></A>
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<A href="SnapMeshLab.SmoothTS2.png"><IMG alt="" src="SnapMeshLab.SmoothTS2.small.jpg"></A>
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<A href="SnapMeshLab.SmoothTS3.png"><IMG alt="" src="SnapMeshLab.SmoothTS3.small.jpg"></A>
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</td>
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<td>
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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.
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</td>
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</tr>
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<tr>
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<td>
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<A href="SnapMeshLab.HoleFill1.png"><IMG alt="" src="SnapMeshLab.HoleFill1.small.jpg"></A>
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<A href="SnapMeshLab.HoleFill2.png"><IMG alt="" src="SnapMeshLab.HoleFill2.small.jpg"></A>
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</td>
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<td>
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An example of automatic hole filling. All the holes with a boundary smaller than
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a given threshold (30 edges in this case) are autmatically filled.
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</td>
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</tr>
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<tr>
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<td>
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<A href="SnapMeshLab.Quadric1.png"><IMG alt="" src="SnapMeshLab.Quadric1.small.jpg"></A>
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<A href="SnapMeshLab.Quadric2.png"><IMG alt="" src="SnapMeshLab.Quadric2.small.jpg"></A>
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<A href="SnapMeshLab.Quadric3.png"><IMG alt="" src="SnapMeshLab.Quadric3.small.jpg"></A>
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</td>
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<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 10.000 triangles, while maintaining most of its geometric features.
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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>0.7</b> </td>
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</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">
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<IMG alt="" src="Edzna_edit_1.small.png"></A> <A href="Edzna_edit_2.png"><IMG alt="" src="Edzna_edit_2.small.png"></A>
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</td>
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<td>An interactive editing session over the a mesh built a using
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geometry-from-photo-sequence reconstruction tool developed withing the EPOCH
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framework. An unwanted part of the mesh is selected and deleted. Original mesh
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courtesy of the Epoch network.
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</td>
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</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">
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<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 David model. The bottom part of
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the mesh is selected and deleted. Original mesh courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/">
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Stanford Digital Michelangelo Project</a>.
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</td>
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</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 hatching style implemented
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through a OpenGL shader. The shader was used to create the high res snapshot
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(2282x2942).
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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 0.6
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</td>
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</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">
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<IMG alt="" src="Meshlab_NPR.small.png"></A></td>
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<td>A couple of examples of a OpenGL shaders applied over a 3.7 Mtri model
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(courtesy of <A href="http://www.aimatshape.net">Aim@Shape</A> Shape
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repository)..
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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 0.5
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</td>
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</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 ready for inspecting. 3D
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Model of a Thai statue courtesy of<a href="http://www.xyzrgb.com/"> XYZ RGB
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inc.</a> provided by the <a href="http://www-graphics.stanford.edu/data/3Dscanrep/">
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Stanford 3D Scanning Repository</a>.<a href="http://www.xyzrgb.com/"></a>
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</td>
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</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"
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alt="" src="SnapMeshLab_David.small.jpg"></A></td>
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<td>A textured ply model of the well known Michelangelo David, original mesh
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courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/">Stanford
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Digital Michelangelo Project</a>, texturing done by <a href="http://vcg.isti.cnr.it/">
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Visual Computing Lab ISTI - CNR </a> through integration of photos
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taken during the <a href="http://vcg.isti.cnr.it/projects/davidrestoration/restaurodavid.htm">
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Restoration of the David.</a></td>
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</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"
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alt="" src="SnapMeshLab.elephant.small.jpg"></A></td>
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<td>A model with self intersecting faces detected by MeshLab colored in red. Mesh
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courtesy of the Aim@Shape <a href="http://shapes.aim-at-shape.net/index.php">Shape
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Repository.</a></td>
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</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"
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alt="" src="SnapMeshLab.brain.small.jpg"></A></td>
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<td>A model with border edges colored in blue. Mesh courtesy of the
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<a href="http://shapes.aim-at-shape.net/index.php">Shape Repository </a>of
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Aim@Shape.</td>
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</tr>
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<tr>
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<td><a href="http://sourceforge.net/project/showfiles.php?group_id=149444&package_id=165026&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"
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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 MeshLab of the 10 Mtri 3D
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model of the above cited Thai statuette. The snapshot is a 17Mb png, so
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you can <a 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 distribution system. On the
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right you can see a very small portion of the orginal sample just to give you
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an idea of the quality of a 40 Mpix image.
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</td>
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</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 with MeshLab of the 8 Mtri model
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of the Michelangelo David. Original mesh courtesy of <a href="http://www-graphics.stanford.edu/data/dmich-public/">
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Stanford Digital Michelangelo Project</a>. The model is interactively
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rendered using a pre-computed ambient occlusion term computed with the open
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source <a href="http://vcg.sourceforge.net/tiki-index.php?page=ShadeVis">ShadeVis</a>
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tool. On the right you can see a very small portion of the original rendering
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just to give you an idea of the quality of the original 20 Mpix image.</td>
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</tr>
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</tbody></table>
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<h2><a name="Developers"></a>Developers</h2>
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<ul>
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<li>
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Designer: <a href="http://vcg.isti.cnr.it/%7Ecignoni">Paolo Cignoni</a>
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<li>
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Filtering Plugins:
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<ul>
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<li>
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Mario Latronico [<b>latronic</b>], Andrea Venturi [<b>giec</b>], Elisa Cerisoli
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[<b>e_cerisoli</b>]
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</li>
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</ul>
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<li>
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Interface Framework
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<ul>
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<li>
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Alessio Mochi [<b>mochi</b>], Daniele Vacca [<b>glVertex</b>], Davide Portelli
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[<b>portelli</b>]
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</li>
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</ul>
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<li>
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Rendering Modes
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<ul>
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<li>
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Francesco Vannini [<b>vannini</b>], Giorgio Gangemi [<b>ggangemi</b>]
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</li>
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</ul>
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<li>
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IO filters:
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<ul>
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<li>
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Andrea Buzzelli [<b>buzzelli</b>], Guido Ranzuglia [<b>granzuglia</b>],
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Federico Mazzanti [<b>fmazzant</b>]
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</li>
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</ul>
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<li>
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Linux Porting and Epoch integration:
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<ul>
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<li>
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Maarten Vergauwen [<b>zifnab1974</b>]
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</li>
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</ul>
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</li>
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</ul>
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<h2><a name="History"></a>History</h2>
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<UL>
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<LI>
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<i>09/11/2006</i> V 0.8 Release
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<span class="shown" id="_no_V08">
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<font size="-1"><A href="javascript:showNow('_V08');hideNow('_no_V08');"><b>[details]</b></A></font>
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</span><span class="hidden" id="_V08"><A href="javascript:showNow('_no_V08');hideNow('_V08');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1">
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<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
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** Corrected Bugs **
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No more sticky trackball
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Better OBJ and OFF loading/saving
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Better control of lighting in Shaders and debugged/improved most of shaders.
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** Known Bugs **
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- Collada support for non triangulated meshes is missing
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- Surface reconstruction from points lacks of robustness...
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- Quadric simplification does not optimize texture coords during simplification
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- Filter recording and re-playing still buggy.
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</pre>
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</font></span>
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<LI>
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<i>22/06/2006</i> V 0.7 Release
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<span class="shown" id="_no_V07">
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<font size="-1"><A href="javascript:showNow('_V07');hideNow('_no_V07');"><b>[details]</b></A></font>
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</span><span class="hidden" id="_V07"><A href="javascript:showNow('_no_V07');hideNow('_V07');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1">
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<pre>
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Selection and Editing of large meshes is now possible!
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Recording and replaying of history of filters
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Filter classes restructured (now filters are assigned to different submenus)
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Rewrote of Clustering simplification algorithms
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Shaders debugged
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Better choice of initial modes
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Automatic Installer for windows
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No more intrusive progress bars
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</pre>
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</font></span>
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<LI>
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<i>12/03/2006</i> V 0.6 Release
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<span class="shown" id="_no_V06">
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<font size="-1"><A href="javascript:showNow('_V06');hideNow('_no_V06');"><b>[details]</b></A></font>
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</span><span class="hidden" id="_V06"><A href="javascript:showNow('_no_V06');hideNow('_V06');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre> General issues
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- Slight code restyling in order to reduce the lines of code
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- Command line execution now works correctly
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- Better managing of optional mesh datas
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- Better color initialization
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Plugin System
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- Decoration:
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Thicked axes with arrows and axes names
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Quoted Box
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Normals restyled
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- Filters
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Sub-division surface
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Remove triangles above threshold
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Apply Transformation
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Color non-manifold
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- Colorize:
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Curvature code restyled<br>
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RMS curvature
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Absolute curvature
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By Quality
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Added restore color function
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- Shaders:
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Import code restyled and optimized
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Runtime dynamic dialog created to change shader properties
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- Import/Export:
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.3DS Import/Export full supported (via lib3ds)
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* User Interface
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- Reimplemented double-sided lighting
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- Added some new shortcuts
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- Optimizations in ChangeFOV (Vertigo effect)
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- Solved OpenGL bugs on FLAT_LINES
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- Solved bug in trackball visualization
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- Light direction can be rotated
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- Better scalable fonts
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- Quick help on screen (Press F1)
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- About plugin restyled
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</pre>
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</font></span>
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<li>
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<i>13/01/2006</i> V 0.5 Release
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<span class="shown" id="_no_V05">
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<font size="-1"><A href="javascript:showNow('_V05');hideNow('_no_V05');"><b>[details]</b></A></font>
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</span><span class="hidden" id="_V05"><A href="javascript:showNow('_no_V05');hideNow('_V05');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre>
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* 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
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</pre>
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</font></span>
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<li>
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<i>24/12/2005</i> V 0.4 Release
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<span class="shown" id="_no_V04">
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<font size="-1"><A href="javascript:showNow('_V04');hideNow('_no_V04');"><b>[details]</b></A></font>
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</span><span class="hidden" id="_V04"><A href="javascript:showNow('_no_V04');hideNow('_V04');"><b>[hide]</b></A></FONT> <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
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</pre>
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|
</font></span>
|
|
<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>
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|
</span><span class="hidden" id="_V03"><A href="javascript:showNow('_no_V03');hideNow('_V03');"><b>[hide]</b></A></FONT> <font color="#777777" size="-1"><pre>* Plugin System<br> - Complete restyling of plugin architecture<br> - Color: None, Per Vertex, Per Face<br> - Color: Support for shaders (wow!). Provided toon shader sample.<br> - Filtering: Remove Null Faces<br> - Filtering: Butterfly & Loop optimized<br> - Decorize: New plugin class<br> - Import/Export: Obj file format integrated on standard user interface<br><br>* User Interface<br> - Info Panel:<br> Showing some mesh info (numTri&numFaces)<br> Showing fps<br> - Shortcut for some frequently used actions<br> - Trackball hidable<br> - Option dialog:<br> Background colors (Top&Bottom)<br> Log Area color<br> - Progress bar<br> - RenderModes: Textures<br> - Fullscreen<br> - Cycle thru opened windows with Next button<br> - About dialog
|
|
</pre>
|
|
</font></span>
|
|
<li>
|
|
<i>27/11/2005</i>
|
|
V 0.2 Release
|
|
<li>
|
|
<i>15/11/2005</i>
|
|
V 0.1 Release
|
|
<li>
|
|
<i>17/10/2005</i> Committed first rough framework. The development has just
|
|
begun...
|
|
</li>
|
|
</UL>
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<P><br>
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