meshlab regenerates texture map

After surface reconstruction of the 3D mesh, the 3D mesh will lose its original texture coordinates, so it is necessary to use UVAtlas to regenerate the texture coordinates, and then use the original mesh (3D mesh with texture map) and reconstructed mesh (with reconstructed uv coordinates) to regenerate the texture map. The specific operations are as follows:

  1. First show the original mesh (left) and the mesh after UVAtlas (right). Here I use Poisson reconstruction.

  1. Import these two meshes into the same project, pay attention to the order! First import the original mesh, then import the reconstructed mesh. (Import method: file-import mesh)

  1. The texture map is regenerated based on the regenerated UV coordinates and the original mesh. (Path: Filters-Texture-Transfer:Vertex Attributes to Texture), set as follows

Source mesh is the original mesh, target mesh is the reconstructed mesh, color data source selects texture color, texture file is the name of the newly generated texture map, and fill texture selects whether to fill the texture map.

  1. Display of regenerated texture map and reconstructed mesh with texture map

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Origin blog.csdn.net/zhouii/article/details/129374990