3.5. Reference: The View Model Window

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.

Figure 3.5.1. The View Model toolbar and View Model Window.

All the tools available from the View Model toolbar can also be accessed from the Main Menu > Model Tools menu except for the number of triangles slider. This menu can be accessed either from the main menubar when the View Model Window is active or by right-clicking in the View Model Window.

3.5.1. Viewpoint Tools

There are several tools for moving the model around in 3D to look at it from different viewpoints. These all operate using click and drag with the left mouse button.

With the ID_MODEL_ROTATE.jpgRotate model button selected, dragging the mouse rotates the object about its centre.

With the ID_MODEL_TRANSLATE.jpgMove model button selected, dragging the mouse moves the object left/right and up/down.

Dragging the mouse around the centre of the window using the ID_MODEL_SPIN.jpgSpin model button rotates the object around the current viewpoint.

Dragging up and down the screen using the ID_MODEL_ZOOM.jpgZoom model button moves the object backwards and forwards, making it appear smaller or larger. The mouse wheel can also be used to do this.

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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 ID_MODEL_RESET.jpgReset view 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 ID_MODEL_LASTVIEW.jpgLast view button will return the viewpoint to the previous position.

Clicking the ID_MODEL_NEXTVIEW.jpgNext view button after Last view will move forward in the viewpoint history.

3.5.2. Display options

These options affect what is seen in the window, in particular how the model is drawn. Depending on what information has been generated for the model, not all these options will be available all the time.

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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 ID_MODEL_WIREFRAME.jpgView wireframe model button displays the model with lines around the edge of each triangle. This can be used to get a feel for how many triangles there are in the mesh and where they are dense or sparse.

The ID_MODEL_SOLID.jpgView flat shaded model button displays the model as a solid object but without texture. This is a good display mode to use when reducing the number of triangles in the mesh since you will see when the shape of the object starts to change.

The ID_MODEL_TEXTURED.jpgView textured model button displays the final model with a texture map generated from the images.

The ID_MODEL_VIEWDEPENDENT.jpgView Dependent Textures 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.

When the textured model is displayed, the ID_MODEL_USELIGHT.jpgUse Light Source button toggles a virtual light source. This is a useful preview if you are intending to export the model to a 3D editing package where you might relight it.

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You can use keyboard shortcuts to swap between display modes: View wireframe model (F5), View flat shaded model (F6), View textured model (F7), and View Dependent Textures (F8).

The ID_MODEL_DISPLAYMAT.jpgToggle calibration mat 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 Display Mode > Display Cameras 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.

3.5.3. Window Tools

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.

With the ID_MODEL_MAGNIFY.jpgMagnify View button selected, dragging the mouse up and down the screen zooms into or out of the current image allowing more or less detail to be seen. This differs from Zoom model which moves the camera closer to the object thereby altering the perspective — instead it keeps the object fixed relative to the background image.

With the ID_MODEL_PAN.jpgPan View button selected, dragging the mouse scrolls around the image, keeping the object fixed relative to the background image. Again this differs from Move model which would move the object relative to the background image.

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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 ID_MODEL_RESETCAMERA.jpgFull Image button will reset the magnification so that the whole image fits in the window.

3.5.4. Triangles Control

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.

The number of triangles in the currently displayed mesh is shown in the View Model toolbar. Below it, there is a slider that can be used to interactively change the number of triangles. Alternatively, you can type directly into the number of triangles.

Note: If the slider is replaced with a Decimate 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 Compressing the geometry with subdivision surfaces tutorial.

3.5.5. Geometry Editing Tools

The buttons in this group are used to modify the shape of the existing model and are therefore only enabled once some geometry has been created.

The ID_CREATE_MANUALVIEW.jpgCreate silhouette 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.

When the ID_MODEL_MOVECLIP.jpgMove clip plane button is selected the clip plane is shown and dragging the mouse up and down moves the virtual clip plane up and down. Because images are usually taken from above the object, there is usually a slight 'doming' under the base of the object. Clipping is used to remove any parts of the model that are mistakenly included from the stand the object was placed on. To hide the clip plane, simply drag it down below the base of the model.

Clicking the ID_MODEL_CLIP.jpgClip model button causes all geometry below the current clip plane to be cut off. You can undo this operation by selecting Edit Model > Undo Model Edit menu item. See the section on Clipping away the stand in Building the wireframe model for more details.

3.5.6. Texture Editing Tools

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

Clicking the ID_MODEL_COPYVIEW.jpg Copy View button renders the model through a virtual camera from the current viewpoint and places it on the clipboard.

Clicking the ID_MODEL_PASTEVIEW.jpgPaste View button blends the image on the clipboard into the current texture map. The image must be the same dimensions as the other images in the project. You can undo this operation by selecting Edit Model > Undo Model Edit menu item.