![]() In addition, we only provide the data in PLY format, and the semantic classes and. We also provide the sampled point clouds with semantics, colours and corresponding face ids in three sampling density (refer to surface area): 10 pts/m 2, 30 pts/m 2 and 300 pts/m 2. MESHLAB REDUCE MESH DENSITY HOW TOWhat's the problem in blender? Vertex colors or texture maps? Both work flawlessly. 226 Dislike Share 3dmotiveHD 21.3K subscribers In this tutorial Emiel Sleegers will go over on how to optimize an high poly mesh using meshlab. The mesh data can be visualized in MeshLab and our Urban Mesh Annotation Tool. Otherwise Meshlab has a fairly efficient implementation of vertex attribute transfer (transferring the color information from one model to another). When using the poisson recon you can just check "keep color" or something like that. Using vertex colors on adecimated model usually does not look very good, since the surface of each triangle is just the color interpolation of the three corner vertices. Just make sure, that the decimated mesh is in the same position as the camera poses.Įdit: Of course you could just use the decimation algorithm implemented in photoscan. After decimation just reimport the mesh to photoscan and rebuild the texture. Alternatively you could, as been suggested, just remesh the points of the mesh using CC poisson implementation (you don't have to randomly subsample points from mesh, just use a lower octree depth). Of course, the opacity of the color will have an impact of the changes of density: a light blue will slightly reduce the polygon density while a full opacity blue will have a strong reduction of polygons density. The required workflow depends a bit on whether you are talking about vertex-colors or proper texture maps.įor texture mapping, you could decimate your mesh using either Meshlabs "Quadric Edge Collapse Decimation", which usually creates quite good results. White (no PolyPaint) gives ZRemesher total control over polygon density. ![]()
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