Meshlab advice. Is this software for me? - point-clouds

I would like to create a mesh from pointcloud data. I am able to get pointcloud data from a Faro laser scanner. I can save it as .xyz, .dat, .asc formats. I can't afford to buy Geomagic wrap and would like to know if I can get a quality mesh with Meshlab. The meshes I make with my current software are not very smooth. The overlaps of the scanner make alot of noise. Can anyone point me in the direction of a workflow in Meshlab to convert an .xyz or other file type into an .stl or .obj
Here's the best I can do with wrap trial:
first attempt with a Wrap trial software
I can also supply the file to anyone who would like to take my .xyz file and use it to show the workflow. Thank you.

I think that meshlab can absolutely cover your needs.
You can find many surface reconstruction methods under:
Filters -> Remeshing, simplification and Reconstruction
The best results will most likely be given by the Screened Poisson Surface Reconstructiom option. Click on Help to get info about the avaliable parameters.
In addition meshlab have a lot of options for cleaning and basically for almost anything you want to do with meshes (and it has some point cloud features aswell).
Check the Support page.

David, Thanks for your reply. I'm glad to hear you think it's a good choice. I will update once I've figured out a workflow. This is what I accomplished with David software, but it took hours...enter image description here

Related

Converting Image in png format to vector format using Sketch (Mac)

I am new to sketch and I am facing some issues in generating Vectors for some of the icons which I have in .png format.
Could any one please refer some tutorial or tell me some simple way to get through this.
Feel free to guide me if I am wrong somewhere.
Thanks
Sketch is very useful but it is also limited on its vector capabilities. The function you are looking for is called Live Tracing, you can find it on Illustrator and it is very acurate if your icon is in high contrast or transparent background. You could trace it manually but that can take a long time for complex shapes, and not as accurate.
Inkscape might be a good free option for this. Should be good enough if the pngs are not too detailed.
Himanshu,
I also faced same issues but I think there is no such easy way to get out of this using Sketch.
but still, you can review this basic Youtube tutorial for the same.
https://www.youtube.com/watch?v=RKT8pDVrYtY
Hope this helps you out buddy.
Happy designing.

WebGL Custom Shader Fluid on Image

I am currently trying to dive into the topic of WebGL shaders with THREE.js. I would appreciate if someone could give me some starting points for the following scenario:
I would like to create a fluid-like material, which either interacts with the users mouse or «flows» on it's on.
a little like this
http://cake23.de/turing-fluid.html
I would like to pass a background image to it, which serves as a starting point in terms of which colors are shown in the «liquid sauce» and where they are at the beginning. so to say: I define the initial image which is then transformed by a self initiated liquid flowing and also by the users interaction.
How I would proceed, with my limited knowledge:
I create a plane with the wanted image as a texture.
On top (between the image and the camera) I create a new mesh (plane too?) and this mesh has some custom vertex and fragment shaders applied.
Those shaders should somehow take the color from behind (from the image) and then move those vertices around following some physical rules...
I realize that the given example above has unminified code, but still it is so much, that I can't really break it down to simpler terms, which I fully understand. So I would really appreciate if someone could give me some simpler concepts which serve as a starting point for me.
more pages addressing things like this:
http://www.ibiblio.org/e-notes/webgl/gpu/fluid.htm
https://29a.ch/sandbox/2012/fluidwebgl/
https://haxiomic.github.io/GPU-Fluid-Experiments/html5/
Well, anyway thanks for every link or reference, for every basic concept or anything you'd like to share.
Cheers
Edit:
Getting a similar result (visually) like this image would be great:
I'm trying to accomplish a similar thing. I am being surfing the web a lot. Looking for any hint I can use. so far, my conclusions are:
Try to support yourself using three.js
The magic are really in the shaders, mostly in the fragments shaders it could be a good thing start understanding how to write them and how they work. This link is a good start. shader tutorial
understand the dynamic (natural/real)behavior of fluid could be valuable. (equations)
maybe, this can help you a bit too. Raindrop simulation
If you have found something more around that, let me know.
I found this shaders already created. Maybe, any of them can help you without forcing you to learn a plenty of stuff. splash shaders
good luck

Morphing 2 faces images

I would like some help from the aficionados of openCV here.
I would like to know the direction to take (and some advices or piece of code) on how to morph 2 faces together with a kind of ratio saying 10% of the first and 90% of the second.
I have seen functions like cvWarpAffine and cvMakeScanlines but I am not sure how to use them.
So if somebody could help me here, I'll be very grateful.
Thanks in advance.
Unless the images compared are the exact same images, you would not go very far with this.
This is an artificial intelligence problem and needs to be solved as such. Typical solution involves:
Normalising the data (removing noise, skew, ...) from the images
Feature extraction (turn the image into a smaller set of data)
Use a machine learning (typically classifiers) to train the data with your matches
Test the result
Refine previous processes according to the results until you get good recognition
The choice of OpenCV functions used depends on your feature extraction method. Have a look at Eigenface.

Cubic image converter?

I am looking for software (preferably free) that runs on either windows or osx that can take a list cubic images (broken into front, back, up, down, left, right) and turn them into a video. I am also looking for software to create fisheye projections from these images.
Have had a bit of a look around and can't seem to find anything that really suits my purposes. Please Help!
Thanks.
I saw your question and I was curious as to whether there might be a Gimp plugin for this. I did not find one, but my search turned up this: http://www.clickheredesign.com.au/software/ I have not tried it but it appears to be what you are looking for. You could also potentially roll your own in scheme or python script-fu for Gimp.

What's the best way to "smudge" an image programmatically?

I'm messing around with image manipulation, mostly using Python. I'm not too worried about performance right now, as I'm just doing this for fun. Thus far, I can load bitmaps, merge them (according to some function), and do some REALLY crude analysis (find the brightest/darkest points, that kind of thing).
I'd like to be able to take an image, generate a set of control points (which I can more or less do now), and then smudge the image, starting at a control point and moving in a particular direction. What I'm not sure of is the process of smudging itself. What's a good algorithm for this?
This question is pretty old but I've recently gotten interested in this very subject so maybe this might be helpful to someone. I implemented a 'smudge' brush using Imagick for PHP which is roughly based on the smudging technique described in this paper. If you want to inspect the code feel free to have a look at the project: Magickpaint
Try PythonMagick (ImageMagick library bindings for Python). If you can't find it on your distribution's repositories, get it here: http://www.imagemagick.org/download/python/
It has more effect functions than you can shake a stick at.
One method would be to apply a Gaussian blur (or some other type of blur) to each point in the region defined by your control points.
One method would be to create a grid that your control points moves and then use texture mapping techniques to map the image back onto the distorted grid.
I can vouch for a Gaussian Blur mentioned above, it is quite simple to implement and provides a fairly decent blur result.
James

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