This section describes the tools available for viewing and modifying with the 3D model displayed in the View Model Window. Please read the appropriate tutorials sections for an idea of why and when to use these tools and for tips on making the most of the tools available.
With the
button selected, dragging the
mouse moves the object left/right and up/down.
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Holding down Ctrl will temporarily swap between pairs of these tools, returning to the original tool when the key is released. |
Clicking the
button will return the camera to
its default position. This has the whole object visible in the window and
rotated to be viewed from the direction of the "tick mark" on the calibration mat.
Clicking the
button will return the
viewpoint to the previous position.
Clicking the
button after will move forward in the viewpoint history.
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It is sometimes helpful to remove the texture, for example, to help see the shape. You can also change the colours used for the window background and the wireframe from The 3DSOM Pro Settings Window. |
The
button displays the final model with a
texture map generated from the images.
The
button displays the model
using a view-dependent texture when one has been generated — this
texture will change depending on the viewpoint so that it captures
more subtle variations in the original images. If you haven't
generated view-dependent texture this mode displays the model textured
using the closest available source image. This is helpful for
visualising how the textured model may appear before you have
generated the texture map e.g. whilst you are still editing the
geometry.
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You can use keyboard shortcuts to swap between display modes: (F5), (F6), (F7), and (F8). |
The
button displays the point cloud without the current surface mesh to
allow you to examine the points more easily.
The
button displays the 3D surface
mesh (solid, wireframe or textured depending on the current mode)
without the point cloud to allow you to
examine the 3D model more easily.
The
button displays both the 3D surface
model with the point cloud overlayed.
The
button toggles the display
of a virtual calibration mat. This can be useful to understand
where the object's coordinate system is, particularly during and
after alignment operations.
The menu item toggles the display of each of the camera positions for the images in the project. During alignment, the cameras currently being aligned are highlighted in red.
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To identify the location of one particular camera, temporarily select it and open the Align Wizard to highlight it, but be careful to cancel the alignment operation afterwards. |
During alignment operations, one of the images being aligned is displayed as a backdrop behind the model so that the model can be position to match this image. To help do this more accurately, there are some additional tools enabled only during alignment operations.
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Holding down Ctrl will temporarily swap between these two tools, returning to the original tool when the key is released. |
Clicking on the
button will reset the
magnification so that the whole image fits in the window.
The model is generated as a triangle mesh and a technique known as decimation is used to allow the number of triangles in the mesh to be varied interactively. As the number of triangles is reduced, the vertex that contributes least to the shape of the object is removed and the mesh reformed with one fewer triangles.
Note: If the slider is replaced with a button then you have probably cancelled the decimation process. Press this button to setup the decimation and display the slider again.
You can change the number of triangles even after the model has been textured, but it may be worth re-generating the textures once the final number of triangles has been chosen as the results may be different. See the section on Adjusting the decimation in Building the wireframe model for more details on choosing an appropriate number of triangles.
Note: If a subdivision surface has been generated then only three decimation levels are available as explained in the Improving the geometry with subdivision surfaces tutorial.
The
button will create a new image in
the project from the current viewpoint, using the current geometry to
define the mask for the image. This mask can then be edited and will
modify the geometry next time the surface is generated. If the texture has
been generated, you will be offered the chance to save a rendering of the
model to an image file on disk associated with the new image. The Adding synthetic silhouettes tutorial explains how to use this feature.
Clicking the
button causes all geometry below
the current clip plane to be cut off. You can undo this operation by
selecting menu item. See the section on Clipping away
the stand in Building the wireframe model for more details.
The
button allows you to
interactively filter out outlier points from the point cloud. A dialog will be displayed and by dragging the
slider to the left you can eliminate more points and keep the more
reliable 3D points.
Click the
button to start
interactively drawing a closed curve or polygon from the current
3D view. An additional toolbar of region-based editing tools will
popup in the corner of the View Model Window. To
start defining the region simply click in the View Model Window with the left mouse button. You can click
points on the desired curve boundary and these will be smoothly
interpolated (if the curve is too sharp a corner is created
instead). You can hold down the left mouse button and drag to
interactively place the next point. Hold down the CTRL
key to create a sharp corner. Click on the first point to close the
region. Once you have defined a closed region you can extrude,
flatten, smooth, push or pull the surface as well as delete points
in the point cloud within the extruded
region.
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When defining a region with the |
The
button is used to delete all
the points in the point cloud within the extruded
boundary curve after you have defined a region boundary.
Once a texture map has been generated, it can be edited using an intuitive 2D interface by taking a copy of the rendered model from a particular viewpoint, modifying it in a separate image editing package, and then pasting it back into the model. The Editing the textures and Advanced texture editing tutorials describe different ways in which this technique can be used.
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Whilst the |
Click the
button to adjust the
settings for the texture fix brush. For more details see Spot fixing the textures.
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