What's the problem in blender? Vertex colors or texture maps? Both work flawlessly. Otherwise Meshlab has a fairly efficient implementation of vertex attribute transfer (transferring the color information from one model to another). New issue Crash when using Quadric Edge Collapse Decimation with. When using the poisson recon you can just check "keep color" or something like that. Open MeshLab and load in the mesh: File Import Mesh Select your mesh 2. 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. process applied is Simplification: Quadric Edge Collapse Decimation by Meshlab. obj file and choose the Flat Lines icon on the toolbar. The Meshlab import allows filtering the grid by angle of incidence. After decimation just reimport the mesh to photoscan and rebuild the texture. We will proceed as follows: Select the Import Mesh icon on the toolbar. Scroll down the next cascaded window and select Quadric Edge Collapse Decimation. MeshLab filter name: Simplification: Quadric Edge Collapse Decimation. 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). Go to Filters and select Remeshing, Simplification, and Reconstruction. MeshLab filter name: Transform the camera extrinsics, or all the cameras of the. 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.
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