Grafica 3D per i beni culturali: MeshLab features. Lezione 7: 22 Marzo 2013

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Grafica 3D per i beni culturali: MeshLab features Lezione 7: 22 Marzo 2013 0

Cleaning

Cleaning Cleaning a mesh is an operation which is often necessary before, during and after the processing of a mesh There s a number of possible cleaning operations

Cleaning Most of the cleaning filters is in the Cleaning and repairing submenu

Cleaning: basic filters The basic filters are simple to use (no parameter) and usually not dangerous Remove duplicated faces Remove duplicated vertex Remove Zero Area faces Select Non Manifold Edges -> Remove Select Non Manifold Vertices -> Remove Remove Unreferenced Vertex

Cleaning: other filters Other useful filters need simple parameters setting Remove isolated pieces Parameter: n. of faces Select faces with edges longer than Parameter: edge threshold Select border faces Parameter: iteration Close holes: something between remeshing and cleaning, we ll see later

Cleaning: general hints Some general hints If a filter or external tool crashes, clean the meshes! Save frequently (no undo!) A nice mesh is closed, with triangles of the same size, a very clean topology Videotutorial playlist: http://www.youtube.com/playlist?list=plbbf 41579E4B65566&feature=view_all

ReMeshing

Remeshing Remeshing operations modify an existing geometry, by completing, removing, adding, changing the triangles. There s a number of possible remeshing operations, and several ways to do each

Simplification The simplification reduces the number of triangles in a mesh Several ways to do that Best one: Remeshing, simplification and reconstruction- >Quadric Edge Collapse Simplification Parameters: Target number of faces, preserve boundary or normal Videotutorial: http://www.youtube.com/watch?v=pwm6egvv NQU

Subdivision The subdivision increases the number of triangles in a mesh Several ways to do that Reliable one: Remeshing, simplification and reconstruction->subdivision Surfaces: MidPoint Parameters: Edge Threshold

Subdivision The subdivision increases the number of triangles in a mesh Several ways to do that More complex one: Remeshing, simplification and reconstruction->refine User-Defined Parameters: refinement decided by the user (using also color and quality!)

Close Holes Most of the meshes have holes, but some of the filters need watertight models. Hole filling is not always a trivial operation Two possible approaches to fill holes in Meshlab 1) Small Holes Remeshing, simplification and reconstruction->close Holes Parameters: max size to be closed

Close Holes 2) Bigger holes Holes Hole filling tool - Select the holes to fill - Fill and accept - (Use of bridges to help the filling) 3) Use Poisson or other reconstructions!

Optimization In some cases (i.e. after the hole filling) it is necessary to optimize the triangulation of part of the mesh. This is usually reached via a combination of filters. - Remeshing, simplification and reconstruction-> Subdivision Surfaces: MidPoint - Remeshing, simplification and reconstruction-> Planar Flipping Optimization - Smoothing, Fairing and Deformation-> Laplacian Smoothing (Surface Preserving) - Remeshing, simplification and reconstruction-> Quadric Edge Collapse Decimation

Parameterization Parameterization is an important, yet critical, problem in mesh processing. We ll talk about this when dealing with color

Measuring

Measuring The measurement of a mesh (of the difference between meshes) can be extremely valuable for a practical application of MeshLab There are different measures that can be extracted from one or more meshes To see most of the data, use the Layer Dialog!

Single Mesh: simple direct measures It is possible to obtain simple measures with a couple of tools Point picking The coordinates of the picked triangle can be seen. Measuring The Euclidean Distance between two points is given PickPoints Veeeeeery basic annotation tool..

Multiple Mesh: Hausdorff distance Another type of measure is the one obtained between to meshes It is important that the meshes are perfectly aligned Filter Sampling-> Hausdorff distance Parameters: N. of samples

Coloring

Coloring The color attribute of a mesh can be extremely important both for the realism of visualization, the enhancement of features and lots of other things In MeshLab there are already a few features related to color, and others will come in the future.

Painting A simple Photoshop style painting tool is available The features are the typical ones: - Pen - Bucket - Gradient - Stamp - It also has the Undo!!!

Coloring and Quality mapping An alternative way to map measures on a 3D model is to use the color and/or the quality. We ll see how to use it in the next presentation

Coloring and Attribute transfer A very interesting feature is the possibility to transfer the color from a mesh to another mesh. Some filters (especially the remeshing ones) tend to cancel the color. Filter: Sampling -> Vertex Attribute Transfer Parameters: Source and target Mesh, what to transfer

Coloring and Attribute transfer There are three ways to see color in a mesh: color-per-vertex, color-per-face, texture There are filters to transfer the color from one encoding to the other Filters: Color creation and processing -> Vertex to face, Face to vertex and Texture to Vertex Color transfer

Coloring processing If a mesh already has color on it (pervertex or per-face only) it is possible to modify it using a number of photoshop style filters. They are all in the Color creation and Processing menu. Some of them are - Fill - Invert - Gamma correction - Colourisation - Brightness and contrast -

Advanced Visualization

Advanced visualization One of the most important features of MeshLab is the possibility to easily visualize a mesh and create a snapshot. There are a lot of functionalities to enrich visualization, enhance details, add information to the geometry

Decorations A very simple way to add information to a rendering is the use of Decorations Menu: Render Useful ones: - Axis - Quoted Box - Principal Curvatures - Face/Vertex Normals -

The Shaders The shaders use the GPU to make fast computations on geometry. Using si mple shaders it s possible to obtain very nice visual results Menu: Render-> Shaders Useful ones: - Xray - Toon - Hatch - Glass -

Ambient occlusion If no color is available for a mesh, Ambient occlusion is a very nice way to present the geometry. Filter: Color creation and processing -> Vertex Ambient Occlusion Parameters: Use VBO and/or GPU It is possible to process the color to enhance the features! Videotutorial: http://www.youtube.com/watch?v=winzvlsglai

User-defined coloring Similar to User-defined refining Filter: Color creation and processing -> Per- Vertex Color Function It is possible to process the color to enhance the features! The same thing can be done on the Quality attribute

Discrete curvature An example of a nice coloring is the Discrete Curvature Filter: Color creation and processing -> Discrete Curvatures This filter stores the curvature in the quality value, and shows it by coloring the mesh.

Quality mapper Mapping the quality is a very useful way to enhance the important features of a mesh The Quality Mapper tool is very flexible and extremely valuable Parameters: A LOT! Need to play with it

Advanced visualization The presentation of a mesh is key in most of the cases MeshLab gives much more possibilities than what it could seem at a first sight If you are able to deal with all these aspects: Light FOV Coloring Position Shaders Background Then you can make really nice stuff. You just need to practice a bit more

Next in line Next lesson: PTM and relightable images Contacts: Matteo Dellepiane c/o ISTI-CNR Via G. Moruzzi 1 56124 Pisa (PI) Tel. 0503152925 E-Mail: dellepiane@isti.cnr.it Personal website: http://vcg.isti.cnr.it/~dellepiane/ VCG website: http://vcg.isti.cnr.it