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525 lines
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525 lines
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<title>MeshLab</title>
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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
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<a href="http://vcg.isti.cnr.it">Visual Computing Lab</a> of <a href="http://www.isti.cnr.it" >ISTI - CNR</a>,
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for all the core mesh processing tasks and it is available for
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<a href="http://downloads.sourceforge.net/meshlab/MeshLabSetup_v100.exe" > Windows</a>,
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<a href="http://downloads.sourceforge.net/meshlab/MeshLab-1.0.0-linux-i386.tar.gz"> Linux</a> and
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<a href="http://downloads.sourceforge.net/meshlab/MeshLab-1.0.0.dmg" >MacOSX</a>.
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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">
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<big><a href="http://sourceforge.net/project/showfiles.php?group_id=149444">
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Download Latest Version (5 March 2007)<b><i> V1.0.0 </i></b></a>
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</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 or in any kind of research, 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 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>Feature preserving 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>Interactive Mesh <b>Painting</b>
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<ul>
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<li>Color Painting </li>
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<li>Selection paint</li>
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<li>Smoothing</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 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 href="http://meshlab.sourceforge.net/filter.html"
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>Filter-PlugIn Sample</a> or <a 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 coordinates are computed for the vertexes resulting from the edge collpases and
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texture seams are correctly simplified. Thanks to Marco Pirosu for the development of this plugin.
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</td>
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</tr>
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<tr>
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<td><a href="SnapMeshLab.EditPaint1.png" ><img alt="" src="SnapMeshLab.EditPaint1.small.jpg" /></a>
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<a href="SnapMeshLab.EditPaint2.png" ><img alt="" src="SnapMeshLab.EditPaint2.small.jpg" /></a>
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<a href="SnapMeshLab.EditPaint3.png" ><img alt="" src="SnapMeshLab.EditPaint3.small.jpg" /></a>
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</td>
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<td> An example of the new interactive editing features. You can directly paint, with customizable brushes, over the mesh. You can interactively change color (left), define selection (center) and even smooth out noise and small features (right).
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Thanks to Andreas Gfrei for the development of this plugin.
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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>], Marco 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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* Painting plugin: color, selection and smoothing directly interactively onto the mesh (thanks to gfrei)
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* Simplification of textured Mesh with preservation of texture coords (thanks to pirosu)
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* Automatic vertex unification when loading stl files
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* More user-definable parameters in quadric simplification and in hole filling
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* Improved filtering and support for compressed depthimage in the Epoch import tool
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* New generic dialog mechanism, easier for developer add/change/document filter parameters
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* Selection handling improved in many filters
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* Added wiki based online help
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* Restored on screen help
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* Added online bug submission using Sourceforge tracking system
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* Reformatted info bar (Added number of selected faces and fixed size fonts)
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= Corrected Bugs =
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* Snapshots do not crash MeshLab any more.
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* Improved OpenGL shader compatibilities.
|
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* Corrected bug in quadrics simplification about target number of selected faces
|
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* Corrected bug of wrong loading ply with per face color (was save a 3ds and reload as a ply)
|
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* Corrected bug on trackball hanging (if you released a modifier before mouse)
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</pre></font></span></li>
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<li><i>12/12/2006</i> V 0.9 Release
|
|
<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
|
|
(now large and non manifold holes can be handled)
|
|
|
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** Corrected Bugs **
|
|
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 **
|
|
New High Quality Quadric Based Simplification filter
|
|
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)
|
|
First command line version
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Filter history recording
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|
|
** Corrected Bugs **
|
|
No more sticky trackball
|
|
Better OBJ and OFF loading/saving
|
|
Better control of lighting in Shaders and debugged/improved most of shaders.
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|
|
** 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
|
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- 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!
|
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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)
|
|
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
|
|
<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
|
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>[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>
|
|
<p><br/></p>
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