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OpenCTM is an open source project that has evolved around a technology for compressing 3D triangle meshes. The technology is divided into three different parts: An open, binary file format. An open source software library for reading and writing OpenCTM files. A software tool set for converting and viewing OpenCTM files.
The KTX 2.0 extension for universal texture compression enables 3D models in the glTF format to be highly compressed and to use natively supported texture formats, reducing file size and boosting rendering speed. [28] Draco is a glTF extension for mesh compression, to compress and decompress 3D meshes, to help reduce the size of 3D files.
On triangular mesh surfaces, the problem of computing this mapping is called mesh parameterization. The parameter domain is the surface that the mesh is mapped onto. Parameterization was mainly used for mapping textures to surfaces. Recently, it has become a powerful tool for many applications in mesh processing.
The file starts with the header which defines a file in ASCII format. There are 14 vertices (6 faces * 4 vertices - 10 vertices saved due to merging) and 6 faces in total. After the header, the vertex and face data is listed. The vertex list contains position (x,y,z), normals (nx,ny,nz) and texture coordinates (s,t) for each of the 14 vertices.
MeshLab is a 3D mesh processing software system that is oriented to the management and processing of unstructured large meshes and provides a set of tools for editing, cleaning, healing, inspecting, rendering, and converting these kinds of meshes.
A .OBJ file references one or more .MTL files (called "material libraries"), and from there, references one or more material descriptions by name. .MTL files are ASCII text that define the light reflecting properties of a surface for the purposes of computer rendering, and according to the Phong reflection model. The standard has widespread ...
Sketch based modeling is a user-friendly interface for constructing low-detail models quickly, while 3D scanners can be used to create high detail meshes based on existing real-world objects in an almost automatic way. These devices are very expensive, and are generally only used by researchers and industry professionals but can generate high ...
The first professional mesh (HM01) for a human model was realized by Enrico Valenza in 2002. A second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2003. The third model was created by Manuel Bastioni upon the Z-Mesh or HM03 in 2005. With experience from preceding versions, a fourth mesh (Y-Mesh or HM04) was done by Gianluca ...