Thread: [Meshlab-devel] octree
A processing system for 3D triangular meshes
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From: skunkwerk <sku...@gm...> - 2008-07-30 19:06:44
|
I'm looking to create a binary space partitioning (BSP) tree in meshlab, to use when rendering on another platform for correct z-sorting. I noticed two files already present: octree.h in /vcglib/vcg/space/index, and aabb_binary_tree.h in /vcglib/vcg/space/index (written by m_di_benedetto<http://sourceforge.net/users/m_di_benedetto/>)? Does anyone know what these files do, and if they could be of any use for what i'm trying to do? thanks imran |
From: fabio g. <fab...@gm...> - 2008-07-31 09:41:42
|
The files in /vcglib/vcg/space/index implement a few spatial indexing data structures and algorithms (regular grid, octree, spatial hashing..) with a common interface. This means that you have function to get the closest k elements in the spatial index without caring if it is a grid or an octree. See vcg/complex/trimesh/closest.h to get the picture of how it is done. Even better, look at the project metro in vcglib/apps/metro which computes "point to mesh" distance with (optionally) all the spatial indexing data structures. At the present the spatial indexing ds include vicinity tests and (ordered) ray intersection test, but no z sorting and no generic BSP. cheers, Fabio > I'm looking to create a binary space partitioning (BSP) tree in > meshlab, to use when rendering on another platform for correct > z-sorting. I noticed two files already present: octree.h in > /vcglib/vcg/space/index, and aabb_binary_tree.h in > /vcglib/vcg/space/index (written by m_di_benedetto > <http://sourceforge.net/users/m_di_benedetto/>)? Does anyone know > what these files do, and if they could be of any use for what i'm > trying to do? > > thanks > imran > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > ------------------------------------------------------------------------ > > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |
From: skunkwerk <sku...@gm...> - 2008-07-31 18:17:45
|
thanks Fabio, i looked at the files you mentioned... an octree would work fine for my needs, if i could figure out how to use the code in meshlab - is there a function somewhere to actually populate an octree from a given model? the initialize function in octree_template.h doesn't seem to do much, and the comments are in Italian! imran On Thu, Jul 31, 2008 at 2:41 AM, fabio ganovelli <fab...@gm...>wrote: > The files in /vcglib/vcg/space/index implement a few spatial indexing > data structures > and algorithms (regular grid, octree, spatial hashing..) with a common > interface. > This means that you have function to get the closest k elements in the > spatial index > without caring if it is a grid or an octree. See > vcg/complex/trimesh/closest.h to get the picture of how it is done. Even > better, look at the project metro in vcglib/apps/metro which computes > "point to mesh" distance with (optionally) all the spatial indexing data > structures. > > At the present the spatial indexing ds include vicinity tests and > (ordered) ray intersection test, but no z sorting and no generic BSP. > > cheers, > Fabio > > > > I'm looking to create a binary space partitioning (BSP) tree in > > meshlab, to use when rendering on another platform for correct > > z-sorting. I noticed two files already present: octree.h in > > /vcglib/vcg/space/index, and aabb_binary_tree.h in > > /vcglib/vcg/space/index (written by m_di_benedetto > > <http://sourceforge.net/users/m_di_benedetto/>)? Does anyone know > > what these files do, and if they could be of any use for what i'm > > trying to do? > > > > thanks > > imran > > ------------------------------------------------------------------------ > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > > Build the coolest Linux based applications with Moblin SDK & win great > prizes > > Grand prize is a trip for two to an Open Source event anywhere in the > world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |
From: fabio g. <fab...@gm...> - 2008-07-31 20:47:24
|
Hi, I think you overseen the project metro? (vcglib/apps/metro) In the file sampling.h of that project you can read the declaration: typedef Octree<FaceType, typename MetroMesh::ScalarType > MetroMeshOctree; and some lines later the definition: MetroMeshOctree oS2; and finally the population: if(Flags & SamplingFlags::USE_OCTREE) oS2.Set(S2.face.begin(),S2.face.end()); which (just like the other SI structure) is done with the function Set which takes the iterators to the first and the last element to store. However, you can also find the implementation in the file vcglib/space/octree.h (line 231) /*! * Populate the octree */ template < class OBJECT_ITERATOR > void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & eObj /*, vcg::CallBackPos *callback=NULL*/) with an English comment :) cheers, Fabio > thanks Fabio, > i looked at the files you mentioned... an octree would work fine > for my needs, if i could figure out how to use the code in meshlab - > is there a function somewhere to actually populate an octree from a > given model? the initialize function in octree_template.h doesn't > seem to do much, and the comments are in Italian! > > imran > > On Thu, Jul 31, 2008 at 2:41 AM, fabio ganovelli > <fab...@gm... <mailto:fab...@gm...>> wrote: > > The files in /vcglib/vcg/space/index implement a few spatial indexing > data structures > and algorithms (regular grid, octree, spatial hashing..) with a common > interface. > This means that you have function to get the closest k elements in the > spatial index > without caring if it is a grid or an octree. See > vcg/complex/trimesh/closest.h to get the picture of how it is > done. Even > better, look at the project metro in vcglib/apps/metro which computes > "point to mesh" distance with (optionally) all the spatial > indexing data > structures. > > At the present the spatial indexing ds include vicinity tests and > (ordered) ray intersection test, but no z sorting and no generic BSP. > > cheers, > Fabio > > > > I'm looking to create a binary space partitioning (BSP) tree in > > meshlab, to use when rendering on another platform for correct > > z-sorting. I noticed two files already present: octree.h in > > /vcglib/vcg/space/index, and aabb_binary_tree.h in > > /vcglib/vcg/space/index (written by m_di_benedetto > > <http://sourceforge.net/users/m_di_benedetto/>)? Does anyone know > > what these files do, and if they could be of any use for what i'm > > trying to do? > > > > thanks > > imran > > > ------------------------------------------------------------------------ > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move > Developer's challenge > > Build the coolest Linux based applications with Moblin SDK & win > great prizes > > Grand prize is a trip for two to an Open Source event anywhere > in the world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > <mailto:Mes...@li...> > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win > great prizes > Grand prize is a trip for two to an Open Source event anywhere in > the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > <mailto:Mes...@li...> > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > ------------------------------------------------------------------------ > > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |
From: skunkwerk <sku...@gm...> - 2008-08-01 16:27:42
|
thanks Fabio, i'll try it out. I was also looking for where in the code it splits triangles that intersect the plane you're dividing with - I remember Paolo said something about how the refine.h file can clip triangles; do you know of any code that uses this? is Paolo on vacation or something? imran On Thu, Jul 31, 2008 at 1:47 PM, fabio ganovelli <fab...@gm...>wrote: > Hi, > I think you overseen the project metro? (vcglib/apps/metro) > In the file sampling.h of that project you can read the declaration: > > typedef Octree<FaceType, typename MetroMesh::ScalarType > MetroMeshOctree; > > and some lines later the definition: > > MetroMeshOctree oS2; > > and finally the population: > > if(Flags & SamplingFlags::USE_OCTREE) > oS2.Set(S2.face.begin(),S2.face.end()); > > which (just like the other SI structure) is done with the function Set > which takes > the iterators to the first and the last element to store. > > However, you can also find the implementation in the file > vcglib/space/octree.h > (line 231) > > /*! > * Populate the octree > */ > template < class OBJECT_ITERATOR > > void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & > eObj /*, vcg::CallBackPos *callback=NULL*/) > > with an English comment :) > > cheers, > Fabio > > > > > thanks Fabio, > > i looked at the files you mentioned... an octree would work fine > > for my needs, if i could figure out how to use the code in meshlab - > > is there a function somewhere to actually populate an octree from a > > given model? the initialize function in octree_template.h doesn't > > seem to do much, and the comments are in Italian! > > > > imran > > > > On Thu, Jul 31, 2008 at 2:41 AM, fabio ganovelli > > <fab...@gm... <mailto:fab...@gm...>> wrote: > > > > The files in /vcglib/vcg/space/index implement a few spatial indexing > > data structures > > and algorithms (regular grid, octree, spatial hashing..) with a > common > > interface. > > This means that you have function to get the closest k elements in > the > > spatial index > > without caring if it is a grid or an octree. See > > vcg/complex/trimesh/closest.h to get the picture of how it is > > done. Even > > better, look at the project metro in vcglib/apps/metro which computes > > "point to mesh" distance with (optionally) all the spatial > > indexing data > > structures. > > > > At the present the spatial indexing ds include vicinity tests and > > (ordered) ray intersection test, but no z sorting and no generic BSP. > > > > cheers, > > Fabio > > > > > > > I'm looking to create a binary space partitioning (BSP) tree in > > > meshlab, to use when rendering on another platform for correct > > > z-sorting. I noticed two files already present: octree.h in > > > /vcglib/vcg/space/index, and aabb_binary_tree.h in > > > /vcglib/vcg/space/index (written by m_di_benedetto > > > <http://sourceforge.net/users/m_di_benedetto/>)? Does anyone know > > > what these files do, and if they could be of any use for what i'm > > > trying to do? > > > > > > thanks > > > imran > > > > > > ------------------------------------------------------------------------ > > > > > > > > > ------------------------------------------------------------------------- > > > This SF.Net email is sponsored by the Moblin Your Move > > Developer's challenge > > > Build the coolest Linux based applications with Moblin SDK & win > > great prizes > > > Grand prize is a trip for two to an Open Source event anywhere > > in the world > > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > > > > > ------------------------------------------------------------------------ > > > > > > _______________________________________________ > > > Meshlab-devel mailing list > > > Mes...@li... > > <mailto:Mes...@li...> > > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's > > challenge > > Build the coolest Linux based applications with Moblin SDK & win > > great prizes > > Grand prize is a trip for two to an Open Source event anywhere in > > the world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > > <mailto:Mes...@li...> > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > > ------------------------------------------------------------------------ > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > > Build the coolest Linux based applications with Moblin SDK & win great > prizes > > Grand prize is a trip for two to an Open Source event anywhere in the > world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > |
From: skunkwerk <sku...@gm...> - 2008-08-02 23:09:18
|
Is anyone familiar with any functions for triangulation or tesselation? because that's the way i'm thinking of splitting triangles... /vcglib/wrap/gl has a file named glu_tesselator.h i'm not sure what the "outlines" to the tesselate function are supposed to be. or which indices to pass to it - those of the model's vertices (m.vert)? the use on line 178 of import_dae.h seems to indicate that the indices are just a local, empty vector of ints and hte outlines are just the vertices - is this correct? there's also a triangulate function in hole.h, but it doesn't seem to do much any suggestions? imran On Fri, Aug 1, 2008 at 9:27 AM, skunkwerk <sku...@gm...> wrote: > thanks Fabio, i'll try it out. I was also looking for where in the code it > splits triangles that intersect the plane you're dividing with - I remember > Paolo said something about how the refine.h file can clip triangles; do you > know of any code that uses this? > > is Paolo on vacation or something? > > imran > > > On Thu, Jul 31, 2008 at 1:47 PM, fabio ganovelli < > fab...@gm...> wrote: > >> Hi, >> I think you overseen the project metro? (vcglib/apps/metro) >> In the file sampling.h of that project you can read the declaration: >> >> typedef Octree<FaceType, typename MetroMesh::ScalarType > MetroMeshOctree; >> >> and some lines later the definition: >> >> MetroMeshOctree oS2; >> >> and finally the population: >> >> if(Flags & SamplingFlags::USE_OCTREE) >> oS2.Set(S2.face.begin(),S2.face.end()); >> >> which (just like the other SI structure) is done with the function Set >> which takes >> the iterators to the first and the last element to store. >> >> However, you can also find the implementation in the file >> vcglib/space/octree.h >> (line 231) >> >> /*! >> * Populate the octree >> */ >> template < class OBJECT_ITERATOR > >> void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & >> eObj /*, vcg::CallBackPos *callback=NULL*/) >> >> with an English comment :) >> >> cheers, >> Fabio >> >> >> >> > thanks Fabio, >> > i looked at the files you mentioned... an octree would work fine >> > for my needs, if i could figure out how to use the code in meshlab - >> > is there a function somewhere to actually populate an octree from a >> > given model? the initialize function in octree_template.h doesn't >> > seem to do much, and the comments are in Italian! >> > >> > imran >> > >> > On Thu, Jul 31, 2008 at 2:41 AM, fabio ganovelli >> > <fab...@gm... <mailto:fab...@gm...>> wrote: >> > >> > The files in /vcglib/vcg/space/index implement a few spatial >> indexing >> > data structures >> > and algorithms (regular grid, octree, spatial hashing..) with a >> common >> > interface. >> > This means that you have function to get the closest k elements in >> the >> > spatial index >> > without caring if it is a grid or an octree. See >> > vcg/complex/trimesh/closest.h to get the picture of how it is >> > done. Even >> > better, look at the project metro in vcglib/apps/metro which >> computes >> > "point to mesh" distance with (optionally) all the spatial >> > indexing data >> > structures. >> > >> > At the present the spatial indexing ds include vicinity tests and >> > (ordered) ray intersection test, but no z sorting and no generic >> BSP. >> > >> > cheers, >> > Fabio >> > >> > >> > > I'm looking to create a binary space partitioning (BSP) tree in >> > > meshlab, to use when rendering on another platform for correct >> > > z-sorting. I noticed two files already present: octree.h in >> > > /vcglib/vcg/space/index, and aabb_binary_tree.h in >> > > /vcglib/vcg/space/index (written by m_di_benedetto >> > > <http://sourceforge.net/users/m_di_benedetto/>)? Does anyone >> know >> > > what these files do, and if they could be of any use for what i'm >> > > trying to do? >> > > >> > > thanks >> > > imran >> > > >> > >> ------------------------------------------------------------------------ >> > > >> > > >> > >> ------------------------------------------------------------------------- >> > > This SF.Net email is sponsored by the Moblin Your Move >> > Developer's challenge >> > > Build the coolest Linux based applications with Moblin SDK & win >> > great prizes >> > > Grand prize is a trip for two to an Open Source event anywhere >> > in the world >> > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> >> > > >> > >> ------------------------------------------------------------------------ >> > > >> > > _______________________________________________ >> > > Meshlab-devel mailing list >> > > Mes...@li... >> > <mailto:Mes...@li...> >> > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel >> > > >> > >> > >> > >> ------------------------------------------------------------------------- >> > This SF.Net email is sponsored by the Moblin Your Move Developer's >> > challenge >> > Build the coolest Linux based applications with Moblin SDK & win >> > great prizes >> > Grand prize is a trip for two to an Open Source event anywhere in >> > the world >> > http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> >> > _______________________________________________ >> > Meshlab-devel mailing list >> > Mes...@li... >> > <mailto:Mes...@li...> >> > https://lists.sourceforge.net/lists/listinfo/meshlab-devel >> > >> > >> > ------------------------------------------------------------------------ >> > >> > >> ------------------------------------------------------------------------- >> > This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> > Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> > Grand prize is a trip for two to an Open Source event anywhere in the >> world >> > http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> > ------------------------------------------------------------------------ >> > >> > _______________________________________________ >> > Meshlab-devel mailing list >> > Mes...@li... >> > https://lists.sourceforge.net/lists/listinfo/meshlab-devel >> > >> >> >> ------------------------------------------------------------------------- >> This SF.Net email is sponsored by the Moblin Your Move Developer's >> challenge >> Build the coolest Linux based applications with Moblin SDK & win great >> prizes >> Grand prize is a trip for two to an Open Source event anywhere in the >> world >> http://moblin-contest.org/redirect.php?banner_id=100&url=/ >> _______________________________________________ >> Meshlab-devel mailing list >> Mes...@li... >> https://lists.sourceforge.net/lists/listinfo/meshlab-devel >> > > |
From: Paolo C. <pao...@is...> - 2008-08-03 07:40:30
|
skunkwerk wrote: > thanks Fabio, i'll try it out. I was also looking for where in the > code it splits triangles that intersect the plane you're dividing with > - I remember Paolo said something about how the refine.h file can clip > triangles; do you know of any code that uses this? > yes refine can clip single triangles. You have just to define a predicate that says for each given edge if it has to be splitted or not. A lot of code use it, all the subdivision surface code use it (look at the corresponding meshlab filter). p. > is Paolo on vacation? > yes, but I being still at home I still read email and compile meshlab... :( p. > imran > > On Thu, Jul 31, 2008 at 1:47 PM, fabio ganovelli > <fab...@gm... <mailto:fab...@gm...>> wrote: > > Hi, > I think you overseen the project metro? (vcglib/apps/metro) > In the file sampling.h of that project you can read the declaration: > > typedef Octree<FaceType, typename MetroMesh::ScalarType > > MetroMeshOctree; > > and some lines later the definition: > > MetroMeshOctree oS2; > > and finally the population: > > if(Flags & SamplingFlags::USE_OCTREE) > oS2.Set(S2.face.begin(),S2.face.end()); > > which (just like the other SI structure) is done with the function Set > which takes > the iterators to the first and the last element to store. > > However, you can also find the implementation in the file > vcglib/space/octree.h > (line 231) > > /*! > * Populate the octree > */ > template < class OBJECT_ITERATOR > > void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & > eObj /*, vcg::CallBackPos *callback=NULL*/) > > with an English comment :) > > cheers, > Fabio > > > > > thanks Fabio, > > i looked at the files you mentioned... an octree would work fine > > for my needs, if i could figure out how to use the code in meshlab - > > is there a function somewhere to actually populate an octree from a > > given model? the initialize function in octree_template.h doesn't > > seem to do much, and the comments are in Italian! > > > > imran > > > > On Thu, Jul 31, 2008 at 2:41 AM, fabio ganovelli > > <fab...@gm... <mailto:fab...@gm...> > <mailto:fab...@gm... > <mailto:fab...@gm...>>> wrote: > > > > The files in /vcglib/vcg/space/index implement a few spatial > indexing > > data structures > > and algorithms (regular grid, octree, spatial hashing..) > with a common > > interface. > > This means that you have function to get the closest k > elements in the > > spatial index > > without caring if it is a grid or an octree. See > > vcg/complex/trimesh/closest.h to get the picture of how it is > > done. Even > > better, look at the project metro in vcglib/apps/metro which > computes > > "point to mesh" distance with (optionally) all the spatial > > indexing data > > structures. > > > > At the present the spatial indexing ds include vicinity > tests and > > (ordered) ray intersection test, but no z sorting and no > generic BSP. > > > > cheers, > > Fabio > > > > > > > I'm looking to create a binary space partitioning (BSP) > tree in > > > meshlab, to use when rendering on another platform for correct > > > z-sorting. I noticed two files already present: octree.h in > > > /vcglib/vcg/space/index, and aabb_binary_tree.h in > > > /vcglib/vcg/space/index (written by m_di_benedetto > > > <http://sourceforge.net/users/m_di_benedetto/>)? Does > anyone know > > > what these files do, and if they could be of any use for > what i'm > > > trying to do? > > > > > > thanks > > > imran > > > > > > ------------------------------------------------------------------------ > > > > > > > > > ------------------------------------------------------------------------- > > > This SF.Net email is sponsored by the Moblin Your Move > > Developer's challenge > > > Build the coolest Linux based applications with Moblin SDK > & win > > great prizes > > > Grand prize is a trip for two to an Open Source event anywhere > > in the world > > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > <http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/>> > > > > > > ------------------------------------------------------------------------ > > > > > > _______________________________________________ > > > Meshlab-devel mailing list > > > Mes...@li... > <mailto:Mes...@li...> > > <mailto:Mes...@li... > <mailto:Mes...@li...>> > > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move > Developer's > > challenge > > Build the coolest Linux based applications with Moblin SDK & win > > great prizes > > Grand prize is a trip for two to an Open Source event > anywhere in > > the world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > <http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/>> > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > <mailto:Mes...@li...> > > <mailto:Mes...@li... > <mailto:Mes...@li...>> > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > > > ------------------------------------------------------------------------ > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move > Developer's challenge > > Build the coolest Linux based applications with Moblin SDK & win > great prizes > > Grand prize is a trip for two to an Open Source event anywhere > in the world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > <mailto:Mes...@li...> > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win > great prizes > Grand prize is a trip for two to an Open Source event anywhere in > the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > <mailto:Mes...@li...> > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > ------------------------------------------------------------------------ > > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > -- Paolo Cignoni -- Senior Researcher Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni ISTI - CNR Via Moruzzi 1, 56124 Pisa ITALY |
From: skunkwerk <sku...@gm...> - 2008-08-11 18:37:38
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questions about clipping triangles: 1) there's a function called 'tesselate' which is called like so: vcg::glu_tesselator::tesselate(pl,tx) where pl is a vector of points, and tx is a vector of ints i think... does this function triangulate those points? is tx populated with the resulting vertices, in sets of 3 for each triangle? 2) is there a function that can do linear interpolation of texture coordinates? thanks, imran On Sun, Aug 3, 2008 at 12:39 AM, Paolo Cignoni <pao...@is...>wrote: > skunkwerk wrote: > > thanks Fabio, i'll try it out. I was also looking for where in the code it > splits triangles that intersect the plane you're dividing with - I remember > Paolo said something about how the refine.h file can clip triangles; do you > know of any code that uses this? > > yes refine can clip single triangles. > You have just to define a predicate that says for each given edge if it has > to be splitted or not. > A lot of code use it, all the subdivision surface code use it (look at the > corresponding meshlab filter). > > p. > > is Paolo on vacation? > > yes, but I being still at home I still read email and compile meshlab... > :( > > p. > > > > imran > > On Thu, Jul 31, 2008 at 1:47 PM, fabio ganovelli < > fab...@gm...> wrote: > > Hi, > I think you overseen the project metro? (vcglib/apps/metro) > In the file sampling.h of that project you can read the declaration: > > typedef Octree<FaceType, typename MetroMesh::ScalarType > MetroMeshOctree; > > and some lines later the definition: > > MetroMeshOctree oS2; > > and finally the population: > > if(Flags & SamplingFlags::USE_OCTREE) > oS2.Set(S2.face.begin(),S2.face.end()); > > which (just like the other SI structure) is done with the function Set > which takes > the iterators to the first and the last element to store. > > However, you can also find the implementation in the file > vcglib/space/octree.h > (line 231) > > /*! > * Populate the octree > */ > template < class OBJECT_ITERATOR > > void Set(const OBJECT_ITERATOR & bObj, const OBJECT_ITERATOR & > eObj /*, vcg::CallBackPos *callback=NULL*/) > > with an English comment :) > > cheers, > Fabio > > > > > thanks Fabio, > > i looked at the files you mentioned... an octree would work fine > > for my needs, if i could figure out how to use the code in meshlab - > > is there a function somewhere to actually populate an octree from a > > given model? the initialize function in octree_template.h doesn't > > seem to do much, and the comments are in Italian! > > > > imran > > > > On Thu, Jul 31, 2008 at 2:41 AM, fabio ganovelli > > <fab...@gm... <mailto:fab...@gm...>> wrote: > > > > The files in /vcglib/vcg/space/index implement a few spatial indexing > > data structures > > and algorithms (regular grid, octree, spatial hashing..) with a > common > > interface. > > This means that you have function to get the closest k elements in > the > > spatial index > > without caring if it is a grid or an octree. See > > vcg/complex/trimesh/closest.h to get the picture of how it is > > done. Even > > better, look at the project metro in vcglib/apps/metro which computes > > "point to mesh" distance with (optionally) all the spatial > > indexing data > > structures. > > > > At the present the spatial indexing ds include vicinity tests and > > (ordered) ray intersection test, but no z sorting and no generic BSP. > > > > cheers, > > Fabio > > > > > > > I'm looking to create a binary space partitioning (BSP) tree in > > > meshlab, to use when rendering on another platform for correct > > > z-sorting. I noticed two files already present: octree.h in > > > /vcglib/vcg/space/index, and aabb_binary_tree.h in > > > /vcglib/vcg/space/index (written by m_di_benedetto > > > <http://sourceforge.net/users/m_di_benedetto/>)? Does anyone know > > > what these files do, and if they could be of any use for what i'm > > > trying to do? > > > > > > thanks > > > imran > > > > > > ------------------------------------------------------------------------ > > > > > > > > > ------------------------------------------------------------------------- > > > This SF.Net email is sponsored by the Moblin Your Move > > Developer's challenge > > > Build the coolest Linux based applications with Moblin SDK & win > > great prizes > > > Grand prize is a trip for two to an Open Source event anywhere > > in the world > > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > > > > > ------------------------------------------------------------------------ > > > > > > _______________________________________________ > > > Meshlab-devel mailing list > > > Mes...@li... > > <mailto:Mes...@li...> > > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > > > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's > > challenge > > Build the coolest Linux based applications with Moblin SDK & win > > great prizes > > Grand prize is a trip for two to an Open Source event anywhere in > > the world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > <http://moblin-contest.org/redirect.php?banner_id=100&url=/> > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > > <mailto:Mes...@li...> > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > > ------------------------------------------------------------------------ > > > > ------------------------------------------------------------------------- > > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > > Build the coolest Linux based applications with Moblin SDK & win great > prizes > > Grand prize is a trip for two to an Open Source event anywhere in the > world > > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > > ------------------------------------------------------------------------ > > > > _______________________________________________ > > Meshlab-devel mailing list > > Mes...@li... > > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > ------------------------------ > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the worldhttp://moblin-contest.org/redirect.php?banner_id=100&url=/ > > ------------------------------ > > _______________________________________________ > Meshlab-devel mailing lis...@li...https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > > > -- > Paolo Cignoni -- Senior Researcher > Visual Computing Laboratory - ISTI - CNR http://vcg.isti.cnr.it/~cignoni <http://vcg.isti.cnr.it/%7Ecignoni> > > ISTI - CNR > Via Moruzzi 1, > 56124 Pisa > ITALY > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Meshlab-devel mailing list > Mes...@li... > https://lists.sourceforge.net/lists/listinfo/meshlab-devel > > |