Camera & Textures

  • Texture Mapping
  • Ortho-Photo
  • Mesh Coloration
  • Camera Calibration
  • Texture Atlas

3D Mesh Texture Mapping
Picture mapped on a 3D mesh by clicking points.

Mesh Colored Direction
Mesh colored along a direction is order to highlight relief.

Apply textures on a mesh is a way to add details to your mesh and get a very realistic rendering. That's the reason why 3DReshaper includes many tools to map every kind of pictures (Classical, Aerial, Ortho-Photo, with or without distortion, spherical, with a short-length focal, ...) on your 3D model.

There are three ways to map the texture:

  • Use camera internal parameters (as focal length or sensor size) and external parameters (as position and orientation) to proceed an automatic mapping
  • Use couples of points (point on the mesh and point on the picture) to compute automatically camera parameters
  • Use both some camera parameters and couples of points if some information are missing

Textured meshes can be exported through several formats (as OBJ or VRML) in order to be used in other softwares. You can also export ortho-photos or ortho-images with an associated text file containing the calibration data.

Fully Automatic Texture Mapping

3DReshaper can read pictures from .LandXML or .e57 files and use them to texture automatically and completely your 3D mesh.

Textures can be optimized (in term of size) by creating an atlas.

Camera Calibration
You can calibrate your camera directly inside 3DReshaper and use results during the texture mapping, in order to improve or automatize the worklow. This feature allows you to compute all internal paramaters, such as the focal length, the pixel size or the lens distorsion.

All these texturing features are part of an optional module.
Simply apply Color on Meshes

In the case of colored point clouds, you can simply apply the original scan color on the mesh to obtain a more realistic model.

You can also color meshes according to a direction to better see relief, hollows or bumps.

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