How do mesh colors work. What are the key advantages of using mesh colors for 3D texturing. How do mesh colors compare to traditional texture mapping techniques. Why are mesh colors ideal for high-end 3D applications.
What Are Mesh Colors and How Do They Work?
Mesh colors represent a groundbreaking technique for applying color data directly to 3D polygonal meshes. Unlike traditional texture mapping methods that rely on 2D or 3D mapping, mesh colors associate color information directly with the geometric elements of a 3D model – its vertices, edges, and faces.
How exactly does this work? The mesh colors approach extends the concept of vertex colors in the following ways:
- Color values are stored not just on vertices, but also on edges and faces
- This allows for higher texture resolution than the underlying model resolution
- Color data maintains a one-to-one correspondence with the 3D surface
- No texture coordinates or UV mapping is required
By eliminating the need for texture mapping, mesh colors avoid common issues like discontinuities and limitations on model editing after texturing. The color information becomes an intrinsic part of the 3D geometry itself.
Key Advantages of Mesh Colors for 3D Texturing
Mesh colors offer several significant benefits compared to traditional texturing approaches:
- No texture mapping required – all objects are inherently paintable
- Elimination of mapping discontinuities and seams
- One-to-one correspondence between 3D surface and color data
- Support for MIP-mapping and level-of-detail filtering
- Ability to locally increase/decrease texture resolution while painting
- Models can be edited after coloring without resampling
- Compatibility with arbitrary polygonal models
- No precomputation needed
- Integration with current real-time graphics pipelines
These advantages make mesh colors particularly well-suited for high-end applications like 3D texture painting and storing precomputed data such as ambient occlusion, light maps, and global illumination directly on 3D surfaces.
How Do Mesh Colors Compare to Traditional Texture Mapping?
While 2D and 3D texture mapping have been the standard for decades, they come with inherent limitations that mesh colors aim to overcome:
Texture Mapping Issues Solved by Mesh Colors:
- Mapping discontinuities and seams
- Restrictions on model editing after texturing
- Need for complex UV unwrapping
- Inefficient use of texture space
- Difficulty in achieving consistent texel density
Mesh colors provide a more intuitive and flexible approach to 3D texturing by treating color as an inherent property of the 3D surface rather than a separate mapped entity. This paradigm shift offers artists and developers new possibilities in 3D content creation.
Implementing Mesh Colors in the Graphics Pipeline
One of the key strengths of mesh colors is their compatibility with existing graphics pipelines. How can mesh colors be integrated into current rendering systems?
- Color data can be stored in vertex buffers alongside geometry
- Existing vertex shaders can be extended to interpolate mesh color data
- Fragment shaders can sample the interpolated mesh colors
- MIP-mapping techniques can be adapted for level-of-detail filtering
This integration allows for efficient real-time rendering of mesh colors on modern graphics hardware, making the technique viable for both offline and interactive applications.
Applications and Use Cases for Mesh Colors
The unique properties of mesh colors make them ideal for a wide range of applications in computer graphics and 3D content creation:
3D Texture Painting
Mesh colors provide an intuitive canvas for artists to paint directly on 3D models without worrying about UV mapping or texture resolution constraints.
Storing Precomputed Lighting Data
Ambient occlusion, light maps, and global illumination results can be efficiently stored using mesh colors, maintaining a direct relationship with the 3D geometry.
Dynamic Resolution Adjustment
The ability to locally increase or decrease texture resolution allows for adaptive detail in different parts of a model.
Procedural Texturing
Mesh colors can serve as a basis for procedural texturing techniques, allowing for dynamic generation and modification of surface details.
Asset Optimization
By eliminating redundant color data and texture space inefficiencies, mesh colors can lead to more optimized 3D assets.
Extending Mesh Colors to Other Surface Types
While initially developed for polygonal meshes, the concept of mesh colors can be extended to other types of 3D surfaces:
- NURBS (Non-Uniform Rational B-Splines) surfaces
- Subdivision surfaces
- Arbitrary polygonal meshes
This versatility allows mesh colors to be applied across a wide range of 3D modeling and animation workflows, from CAD and product design to character animation and visual effects.
Performance and Memory Considerations
How do mesh colors compare to traditional texturing methods in terms of performance and memory usage? The efficiency of mesh colors can vary depending on the specific implementation and use case, but several factors contribute to their potential advantages:
- Elimination of texture coordinate lookups
- Reduced memory overhead from efficient color data storage
- Potential for more cache-friendly access patterns
- Simplified asset management without separate texture files
In some cases, mesh colors can achieve equivalent or better visual quality while using less memory than traditional 2D textures. For example, the lizard model showcased in the original article achieved the same quality as a 2D texture while using 20% less memory.
Challenges and Future Directions for Mesh Colors
While mesh colors offer numerous advantages, there are also challenges and areas for future research and development:
Authoring Tools
Developing intuitive and powerful tools for creating and editing mesh colors is crucial for widespread adoption of the technique.
Compression Techniques
Research into efficient compression methods for mesh color data could further reduce memory requirements and improve performance.
Integration with Existing Workflows
Ensuring smooth integration of mesh colors into established 3D content creation pipelines will be important for industry adoption.
Extended Material Properties
Exploring how mesh colors can be extended to represent not just color, but other material properties like roughness, metallicity, or displacement could enhance their versatility.
Machine Learning Applications
Investigating how machine learning techniques could be applied to mesh colors for tasks like upscaling, style transfer, or procedural generation could open up new possibilities in 3D content creation.
As research and development in mesh colors continue, we can expect to see further refinements and innovations in this promising approach to 3D texturing.
Practical Examples and Case Studies
To better understand the real-world applications of mesh colors, let’s examine some practical examples and case studies:
High-Detail Character Models
The head model showcased in the original article demonstrates how mesh colors can be used to create highly detailed character textures without the need for complex UV mapping. This approach is particularly valuable for characters with intricate facial features or complex surface details.
Alien Creature Design
The alien model textured using mesh colors illustrates how the technique can be applied to organic, non-humanoid forms. The ability to paint directly on the 3D surface without texture coordinates is especially useful for creatures with unconventional anatomies.
Comparative Study: Mesh Colors vs. 2D Textures
The lizard model comparison provides a concrete example of how mesh colors can achieve comparable quality to traditional 2D textures while using less memory. This type of efficiency is crucial for applications where memory usage and performance are critical, such as real-time rendering in video games or VR experiences.
Architectural Visualization
While not explicitly shown in the original article, mesh colors have significant potential in architectural visualization. Complex building models with numerous unique surfaces could benefit from the seamless texturing and easy editability offered by mesh colors.
Product Design and Prototyping
In industrial design workflows, mesh colors could streamline the process of applying surface finishes and materials to 3D product models. The ability to easily edit models after coloring is particularly valuable in iterative design processes.
These examples highlight the versatility of mesh colors across various domains of 3D content creation, from character design to product visualization. As the technique continues to evolve, we can expect to see even more innovative applications in diverse fields.
Technical Implementation of Mesh Colors
Understanding the technical aspects of implementing mesh colors is crucial for developers and technical artists. Let’s delve into some of the key considerations:
Data Structures
Efficient storage and access of mesh color data is essential. Possible approaches include:
- Extending existing mesh data structures to include color information
- Using separate data structures optimized for color storage and interpolation
- Implementing hierarchical structures for multi-resolution color data
Interpolation Methods
Smooth interpolation of color values across the mesh surface is critical for high-quality rendering. Techniques to consider include:
- Barycentric interpolation for triangular faces
- Bilinear interpolation for quadrilateral faces
- Higher-order interpolation methods for improved smoothness
Level of Detail (LOD) and Mipmapping
Implementing effective LOD and mipmapping for mesh colors involves:
- Generating lower resolution versions of the mesh color data
- Developing efficient methods for blending between different LOD levels
- Adapting traditional mipmapping techniques to the mesh color paradigm
GPU Acceleration
Leveraging GPU hardware for mesh color rendering requires:
- Efficient vertex and fragment shader implementations
- Optimized data transfer between CPU and GPU
- Consideration of GPU memory constraints and access patterns
File Formats and Asset Pipeline Integration
Developing standardized file formats and pipeline tools for mesh colors involves:
- Defining efficient serialization formats for mesh color data
- Creating import/export plugins for popular 3D content creation software
- Developing runtime asset loading and management systems
By addressing these technical challenges, developers can create robust and efficient implementations of mesh colors that integrate seamlessly with existing 3D graphics pipelines and content creation workflows.
The Future of 3D Texturing: Mesh Colors and Beyond
As we look to the future of 3D texturing, mesh colors represent a significant step forward, but they are likely just the beginning of a broader evolution in how we approach surface detail in computer graphics. Let’s explore some potential future developments and their implications:
Hybrid Approaches
Future texturing systems may combine the strengths of mesh colors with other techniques:
- Integration of mesh colors with procedural texturing for dynamic detail generation
- Combining mesh colors with traditional texture mapping for optimal performance and flexibility
- Hybrid systems that adaptively choose the best texturing method based on content and rendering requirements
Advanced Material Representations
Mesh colors could evolve into more comprehensive material representation systems:
- Extending beyond color to include full physically-based rendering (PBR) material properties
- Incorporating volumetric material definitions for more realistic surface and subsurface details
- Developing new material models that blur the line between geometry and surface properties
Machine Learning and Procedural Generation
The integration of AI and machine learning with mesh colors could lead to powerful new tools:
- AI-assisted mesh color painting and editing
- Generative models for creating complex mesh color textures from simple inputs or descriptions
- Automatic optimization and level-of-detail generation for mesh color data
Real-time Global Illumination and Dynamic Environments
Mesh colors could play a role in advancing real-time rendering techniques:
- Efficient storage and update of dynamic global illumination data
- Real-time environment interaction and weathering effects on surfaces
- Improved integration with next-generation ray tracing and path tracing techniques
Cross-disciplinary Applications
The concept of mesh colors may find applications beyond traditional computer graphics:
- Scientific visualization of complex 3D data sets
- Medical imaging and 3D scanning technologies
- Augmented and virtual reality interfaces and experiences
As these developments unfold, we can expect to see a rich ecosystem of tools, techniques, and applications built around mesh colors and related advanced texturing methods. This evolution will continue to push the boundaries of what’s possible in 3D graphics, enabling ever more realistic, dynamic, and efficient visual experiences across a wide range of industries and applications.
Mesh Colors – Cem Yuksel
A head model textured using mesh colors.
Mesh colors are painted using our 3D mesh color painting tool.
(Modeled and painted by Murat Afsar)
Abstract
The coloring of three dimensional models using two or three dimensional
texture mapping has well known intrinsic problems, such as
mapping discontinuities and limitations to model editing after coloring.
Workarounds for these problems often require adopting very
complex approaches. Here we propose a new technique, called
mesh colors, for associating color data directly with a polygonal
mesh. The approach eliminates all problems deriving from using
a map from texture space to model space. Mesh colors is an extension
of vertex colors where, in addition to keeping color values
on each vertex, color values are also kept on edges and faces.
Like texture mapping, the approach allows higher texture resolution
than model resolution, but at the same time it guarantees one-to-one
correspondence between the model surface and the color data, and
eliminates discontinuities. We show that mesh colors integrate well
with the current graphics pipeline and can be used to generate very
high quality textures.
Mesh colors can be trivially extended to be used with
NURBS and most subdivision surfaces, as well as arbitrary polygonal meshes.
Key Features
- No mapping is necessary, all objects are inherently paintable
without the need for defining texture coordinates - Without mapping, there are no mapping discontinuities
- An intrinsic one-to-one correspondence is maintained between
the 3D surface and the color data (no duplicated color data) - MIP-mapping for level-of-detail filtering is supported
- While painting colors, texture resolution can be increased/decreased locally
with no global effects - Models can be edited, after coloring, without resampling
- Mesh colors can be defined on any arbitrary polygonal model
- They do not require any precomputation
- The procedure is compatible with the current real-time graphics
pipeline.
Since mesh colors can be implemented to satisfy all of the above
criteria with high performance and low memory use, the approach
is ideal for many high-end applications like 3D texture painting,
and for storing precomputed data, such as ambient occlusion, light
maps, and global illumination, on a 3D surface.
Note that non of the previous texturing methods can satisfy all these
features above.
Images
This is a close up image of the head model above.
On the left we see the painted mesh polygons and the right image shows
the final model (subdivided after mesh color painting) with anisotropic filtering.
Color positions on vertices (blue), edges (green), and face (red) for
different resolutions of Mesh Colors on a triangle, starting with the vertex colors
on the left.
Color positions on vertices (blue), edges (green), and face (red) for
different resolutions of Mesh Colors on a quad, starting with the vertex colors
on the left.
An alien model textured using mesh colors.
The model does not have any texture coordinates defined, and
mesh colors are painted using our 3D mesh color painting tool.
(Modeled and painted by Murat Afsar)
Click on the image to enlarge.
A lizard model comparing mesh colors to standard 2D textures.
Mesh colors of this model are converted from the 2D texture.
In this example mesh colors achieve the same quality
using 20% less memory than the 2D texture.
(Modeled by Murat Afsar)
Click on the image to enlarge.
Publications
(PDF) Mesh Colors
Mesh Colors •11
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Change mesh color with shader or Mesh.colors?
The more I think about it, this seems like a dumb question
It is not a dumb question, and the answer is somewhat involved. First the Mesh.colors array set the vertex colors. Only a fraction of the shaders that ship with Unity support vertex colors. Vertex colors allow you to set colors on individual vertices which in turn allows you to set the color for individual pieces of a mesh. If vertices are not shared, using vertex colors allows you can set the color on individual triangles in the mesh. So in your case, you potentially could set the color of the roof of the building without setting the color for the whole building.
The _Color is also only supported by a fraction of the shaders that ship with Unity. Most shaders that use this color, implement an overlay color, but nothing says what the shader should do with the color. It is just a property that a shader can use however it wants. I suppose the same can be said of vertex colors…it is up to the shader how it wants to use the information.
Before I compare and contrast, a brief note about drawcall batching. If two objects share the same material, and if the two object have less that 900 total vertex attributes (usually means 300 or less vertices), then those object can be sent to the GPU in a batch. Batching game object together can have a substantial, positive impact on performance…especially for mobile devices.
So back to your question. Whenever you change any property of a material, Unity gives you a new material instance, and that game object will no longer batch. So using _Color will break batching. So if you had a bunch of simple buildings (300 or less vertices), each time you set the _Color properity on a new building, your drawcalls would go up by one. By contrast, setting the Mesh.colors will not break batching, so you could change the colors of individual buildings without suffering an increase in drawcalls.
Summary:
Simple game objects that batch –> Use Mesh.colors
Objects where you only want to change the color on part of the mesh –> Use Mesh.colors
Complex objects that do not batch –> Use _Color
We can’t seem to find that page
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Mesh — Open3D 0.
12.0 documentation
Open3D has a data structure for 3D triangle meshes called TriangleMesh
. The code below shows how to read a triangle mesh from a ply
file and print its vertices and triangles.
print("Testing mesh in Open3D...") mesh = o3dtut.get_knot_mesh() print(mesh) print('Vertices:') print(np.asarray(mesh.vertices)) print('Triangles:') print(np.asarray(mesh.triangles))
Testing mesh in Open3D... TriangleMesh with 1440 points and 2880 triangles. Vertices: [[ 4.51268387 28.68865967 -76.55680847] [ 7.63622284 35.52046967 -69.78063965] [ 6.21986008 44.22465134 -64.82303619] ... [-22.12651634 31.28466606 -87.37570953] [-13.91188431 25.4865818 -86.25827026] [ -5.27768707 23.36245346 -81.43279266]] Triangles: [[ 0 12 13] [ 0 13 1] [ 1 13 14] ... [1438 11 1439] [1439 11 0] [1439 0 1428]]
The TriangleMesh
class has a few data fields such as vertices
and triangles
. Open3D provides direct memory access to these fields via numpy.
Visualize a 3D mesh
print("Try to render a mesh with normals (exist: " + str(mesh.has_vertex_normals()) + ") and colors (exist: " + str(mesh.has_vertex_colors()) + ")") o3d.visualization.draw_geometries([mesh]) print("A mesh with no normals and no colors does not look good.")
Try to render a mesh with normals (exist: True) and colors (exist: False)
A mesh with no normals and no colors does not look good.
You can rotate and move the mesh but it is painted with uniform gray color and does not look “3d”. The reason is that the current mesh does not have normals for vertices or faces. So uniform color shading is used instead of a more sophisticated Phong shading.
Surface normal estimation
Let’s draw the mesh with surface normals.
print("Computing normal and rendering it.") mesh.compute_vertex_normals() print(np.asarray(mesh. triangle_normals)) o3d.visualization.draw_geometries([mesh])
Computing normal and rendering it. [[ 0.79164373 -0.53951444 0.28674793] [ 0.8319824 -0.53303008 0.15389681] [ 0.83488162 -0.09250101 0.54260136] ... [ 0.16269924 -0.76215917 -0.6266118 ] [ 0.52755226 -0.83707495 -0.14489352] [ 0.56778973 -0.76467734 -0.30476777]]
It uses compute_vertex_normals
and paint_uniform_color
which are member functions of mesh
.
Crop mesh
We remove half of the surface by directly operating on the triangle
and triangle_normals
data fields of the mesh. This is done via numpy.
print("We make a partial mesh of only the first half triangles.") mesh2 = copy.deepcopy(mesh) mesh2.triangles = o3d.utility.Vector3iVector( np.asarray(mesh2.triangles)[:len(mesh2.triangles) // 2, :]) mesh2.triangle_normals = o3d.utility.Vector3dVector( np.asarray(mesh2.triangle_normals)[:len(mesh2. triangle_normals) // 2, :]) print(mesh2.triangles) o3d.visualization.draw_geometries([mesh2])
We make a partial mesh of only the first half triangles. std::vector<Eigen::Vector3i> with 1440 elements. Use numpy.asarray() to access data.
Paint mesh
paint_uniform_color
paints the mesh with a uniform color. The color is in RGB space, [0, 1] range.
print("Painting the mesh") mesh2.paint_uniform_color([1, 0.706, 0]) o3d.visualization.draw_geometries([mesh2])
Mesh properties
A triangle mesh has several properties that can be tested with Open3D. One important property is the manifold property, where we can test the triangle mesh if it is edge manifold is_edge_manifold
and if it is is_vertex_manifold
. A triangle mesh is edge manifold, if each edge is bounding either one or two triangles. The function is_edge_manifold
has the bool
parameter allow_boundary_edges
that defines if boundary edges should be allowed. Further, a triangle mesh is vertex
manifold if the star of the vertex is edge‐manifold and edge‐connected, e.g., two or more faces connected only by a vertex and not by an edge.
Another property is the test of self-intersection. The function is_self_intersecting
returns True
if there exists a triangle in the mesh that is intersecting another mesh. A watertight mesh can be defined as a mesh that is edge manifold, vertex manifold and not self intersecting. The function is_watertight
implements this check in Open3D.
We also can test the triangle mesh, if it is orientable, i.e. the triangles can be oriented in such a way that all normals point towards the outside. The corresponding function in Open3D is called is_orientable
.
The code below tests a number of triangle meshes against those properties and visualizes the results. Non-manifold edges are shown in red, boundary edges in green, non-manifold vertices are visualized as green points, and self-intersecting triangles are shown in pink.
def check_properties(name, mesh): mesh.compute_vertex_normals() edge_manifold = mesh.is_edge_manifold(allow_boundary_edges=True) edge_manifold_boundary = mesh.is_edge_manifold(allow_boundary_edges=False) vertex_manifold = mesh.is_vertex_manifold() self_intersecting = mesh.is_self_intersecting() watertight = mesh.is_watertight() orientable = mesh.is_orientable() print(name) print(f" edge_manifold: {edge_manifold}") print(f" edge_manifold_boundary: {edge_manifold_boundary}") print(f" vertex_manifold: {vertex_manifold}") print(f" self_intersecting: {self_intersecting}") print(f" watertight: {watertight}") print(f" orientable: {orientable}") geoms = [mesh] if not edge_manifold: edges = mesh.get_non_manifold_edges(allow_boundary_edges=True) geoms.append(o3dtut.edges_to_lineset(mesh, edges, (1, 0, 0))) if not edge_manifold_boundary: edges = mesh. get_non_manifold_edges(allow_boundary_edges=False) geoms.append(o3dtut.edges_to_lineset(mesh, edges, (0, 1, 0))) if not vertex_manifold: verts = np.asarray(mesh.get_non_manifold_vertices()) pcl = o3d.geometry.PointCloud( points=o3d.utility.Vector3dVector(np.asarray(mesh.vertices)[verts])) pcl.paint_uniform_color((0, 0, 1)) geoms.append(pcl) if self_intersecting: intersecting_triangles = np.asarray( mesh.get_self_intersecting_triangles()) intersecting_triangles = intersecting_triangles[0:1] intersecting_triangles = np.unique(intersecting_triangles) print(" # visualize self-intersecting triangles") triangles = np.asarray(mesh.triangles)[intersecting_triangles] edges = [ np.vstack((triangles[:, i], triangles[:, j])) for i, j in [(0, 1), (1, 2), (2, 0)] ] edges = np.hstack(edges).T edges = o3d.utility.Vector2iVector(edges) geoms. append(o3dtut.edges_to_lineset(mesh, edges, (1, 0, 1))) o3d.visualization.draw_geometries(geoms, mesh_show_back_face=True)
check_properties('Knot', o3dtut.get_knot_mesh()) check_properties('Moebius', o3d.geometry.TriangleMesh.create_moebius(twists=1)) check_properties("non-manifold edge", o3dtut.get_non_manifold_edge_mesh()) check_properties("non-manifold vertex", o3dtut.get_non_manifold_vertex_mesh()) check_properties("open box", o3dtut.get_open_box_mesh()) check_properties("intersecting_boxes", o3dtut.get_intersecting_boxes_mesh())
Knot edge_manifold: True edge_manifold_boundary: True vertex_manifold: True self_intersecting: False watertight: True orientable: True
Moebius edge_manifold: True edge_manifold_boundary: False vertex_manifold: True self_intersecting: False watertight: False orientable: False
non-manifold edge edge_manifold: False edge_manifold_boundary: False vertex_manifold: True self_intersecting: False watertight: False orientable: True
non-manifold vertex edge_manifold: True edge_manifold_boundary: True vertex_manifold: False self_intersecting: False watertight: False orientable: True
open box edge_manifold: True edge_manifold_boundary: False vertex_manifold: True self_intersecting: False watertight: False orientable: True
intersecting_boxes edge_manifold: True edge_manifold_boundary: True vertex_manifold: True self_intersecting: True watertight: False orientable: True # visualize self-intersecting triangles
Mesh filtering
Open3D contains a number of methods to filter meshes. In the following we show the implemented filters to smooth noisy triangle meshes.
Average filter
The simplest filter is the average filter. A given vertex \(v_i\) is given by the average of the adjacent vertices \(\mathcal{N}\)
\begin{equation}
v_i = \frac{v_i + \sum_{n \in \mathcal{N}} v_n}{|N| + 1} \,.
\end{equation}
This filter can be used to denoise meshes as demonstrated in the code below. The parameter number_of_iterations
in the function filter_smooth_simple
defines the how often the filter is applied to the mesh.
print('create noisy mesh') mesh_in = o3dtut.get_knot_mesh() vertices = np.asarray(mesh_in.vertices) noise = 5 vertices += np.random.uniform(0, noise, size=vertices.shape) mesh_in.vertices = o3d.utility.Vector3dVector(vertices) mesh_in.compute_vertex_normals() o3d.visualization.draw_geometries([mesh_in]) print('filter with average with 1 iteration') mesh_out = mesh_in.filter_smooth_simple(number_of_iterations=1) mesh_out. compute_vertex_normals() o3d.visualization.draw_geometries([mesh_out]) print('filter with average with 5 iterations') mesh_out = mesh_in.filter_smooth_simple(number_of_iterations=5) mesh_out.compute_vertex_normals() o3d.visualization.draw_geometries([mesh_out])
filter with average with 1 iteration
filter with average with 5 iterations
Laplacian
Another important mesh filter is the Laplacian defined as
\begin{equation}
v_i = v_i \cdot \lambda \sum_{n \in N} w_n v_n – v_i \,,
\end{equation}
where \(\lambda\) is the strength of the filter and \(w_n\) are normalized weights that relate to the distance of the neighboring vertices. The filter is implemented in filter_smooth_laplacian
and has the parameters number_of_iterations
and lambda
.
print('filter with Laplacian with 10 iterations') mesh_out = mesh_in.filter_smooth_laplacian(number_of_iterations=10) mesh_out. compute_vertex_normals() o3d.visualization.draw_geometries([mesh_out]) print('filter with Laplacian with 50 iterations') mesh_out = mesh_in.filter_smooth_laplacian(number_of_iterations=50) mesh_out.compute_vertex_normals() o3d.visualization.draw_geometries([mesh_out])
filter with Laplacian with 10 iterations
filter with Laplacian with 50 iterations
Taubin filter
The problem with the average and Laplacian filter is that they lead to a shrinkage of the triangle mesh. [Taubin1995] showed that the application of two Laplacian filters with different \(\lambda\) parameters can prevent the mesh shrinkage. The filter is implemented in filter_smooth_taubin
.
print('filter with Taubin with 10 iterations') mesh_out = mesh_in.filter_smooth_taubin(number_of_iterations=10) mesh_out.compute_vertex_normals() o3d.visualization.draw_geometries([mesh_out]) print('filter with Taubin with 100 iterations') mesh_out = mesh_in. filter_smooth_taubin(number_of_iterations=100) mesh_out.compute_vertex_normals() o3d.visualization.draw_geometries([mesh_out])
filter with Taubin with 10 iterations
filter with Taubin with 100 iterations
Sampling
Open3D includes functions to sample point clouds from a triangle mesh. The simplest method is sample_points_uniformly
that uniformly samples points from the 3D surface based on the triangle area. The parameter number_of_points
defines how many points are sampled from the triangle surface.
mesh = o3d.geometry.TriangleMesh.create_sphere() mesh.compute_vertex_normals() o3d.visualization.draw_geometries([mesh]) pcd = mesh.sample_points_uniformly(number_of_points=500) o3d.visualization.draw_geometries([pcd])
mesh = o3dtut.get_bunny_mesh() mesh.compute_vertex_normals() o3d.visualization.draw_geometries([mesh]) pcd = mesh.sample_points_uniformly(number_of_points=500) o3d. visualization.draw_geometries([pcd])
Uniform sampling can yield clusters of points on the surface, while a method called Poisson disk sampling can evenly distribute the points on the surface. The method sample_points_poisson_disk
implements sample elimination. It starts with a sampled point cloud and removes points to satisfy the sampling criterion. The method supports two options to provide the initial point cloud:
Default via the parameter
init_factor
: The method first samples uniformly a point cloud from the mesh withinit_factor
xnumber_of_points
and uses this for the elimination.One can provide a point cloud and pass it to the
sample_points_poisson_disk
method. Then, this point cloud is used for elimination.
mesh = o3d.geometry.TriangleMesh.create_sphere() pcd = mesh.sample_points_poisson_disk(number_of_points=500, init_factor=5) o3d.visualization. draw_geometries([pcd]) pcd = mesh.sample_points_uniformly(number_of_points=2500) pcd = mesh.sample_points_poisson_disk(number_of_points=500, pcl=pcd) o3d.visualization.draw_geometries([pcd])
mesh = o3dtut.get_bunny_mesh() pcd = mesh.sample_points_poisson_disk(number_of_points=500, init_factor=5) o3d.visualization.draw_geometries([pcd]) pcd = mesh.sample_points_uniformly(number_of_points=2500) pcd = mesh.sample_points_poisson_disk(number_of_points=500, pcl=pcd) o3d.visualization.draw_geometries([pcd])
Mesh subdivision
In mesh subdivision we divide each triangle into a number of smaller triangles. In the simplest case, we compute the midpoint of each side per triangle and divide the triangle into four smaller triangles. This is implemented in the subdivide_midpoint
function. The 3D surface and area stays the same, but the number of vertices and triangles increases. The parameter number_of_iterations
defines how many times this process should be repeated. 1\) continuous. This leads to smoother corners.
mesh = o3d.geometry.TriangleMesh.create_sphere() mesh.compute_vertex_normals() print( f'The mesh has {len(mesh.vertices)} vertices and {len(mesh.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh], zoom=0.8, mesh_show_wireframe=True) mesh = mesh.subdivide_loop(number_of_iterations=2) print( f'After subdivision it has {len(mesh.vertices)} vertices and {len(mesh.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh], zoom=0.8, mesh_show_wireframe=True)
The mesh has 762 vertices and 1520 triangles
After subdivision it has 12162 vertices and 24320 triangles
mesh = o3dtut.get_knot_mesh() mesh.compute_vertex_normals() print( f'The mesh has {len(mesh.vertices)} vertices and {len(mesh.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh], zoom=0.8, mesh_show_wireframe=True) mesh = mesh.subdivide_loop(number_of_iterations=1) print( f'After subdivision it has {len(mesh. vertices)} vertices and {len(mesh.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh], zoom=0.8, mesh_show_wireframe=True)
The mesh has 1440 vertices and 2880 triangles
After subdivision it has 5760 vertices and 11520 triangles
Mesh simplification
Sometimes we want to represent a high-resolution mesh with fewer triangles and vertices, but the low-resolution mesh should still be close to the high-resolution mesh. For this purpose Open3D implements a number of mesh simplification methods.
Vertex clustering
The vertex clustering method pools all vertices that fall into a voxel of a given size to a single vertex. The method is implemented in simplify_vertex_clustering
and has as parameters voxel_size
that defines the size of the voxel grid and contraction
that defines how the vertices are pooled. o3d.geometry.SimplificationContraction.Average
computes a simple average.
mesh_in = o3dtut.get_bunny_mesh() print( f'Input mesh has {len(mesh_in.vertices)} vertices and {len(mesh_in.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh_in]) voxel_size = max(mesh_in.get_max_bound() - mesh_in.get_min_bound()) / 32 print(f'voxel_size = {voxel_size:e}') mesh_smp = mesh_in.simplify_vertex_clustering( voxel_size=voxel_size, contraction=o3d.geometry.SimplificationContraction.Average) print( f'Simplified mesh has {len(mesh_smp.vertices)} vertices and {len(mesh_smp.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh_smp]) voxel_size = max(mesh_in.get_max_bound() - mesh_in.get_min_bound()) / 16 print(f'voxel_size = {voxel_size:e}') mesh_smp = mesh_in.simplify_vertex_clustering( voxel_size=voxel_size, contraction=o3d.geometry.SimplificationContraction.Average) print( f'Simplified mesh has {len(mesh_smp.vertices)} vertices and {len(mesh_smp.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh_smp])
Input mesh has 35947 vertices and 69451 triangles
voxel_size = 4. 865594e-03 Simplified mesh has 3222 vertices and 6454 triangles
voxel_size = 9.731187e-03 Simplified mesh has 845 vertices and 1724 triangles
Mesh decimation
Another category of mesh simplification methods is mesh decimation that operates in incremental steps. We select a single triangle that minimizes an error metric and removes it. This is repeated until a required number of triangles is achieved. Open3D implements simplify_quadric_decimation
that minimizes error quadrics (distances to neighboring planes). The parameter target_number_of_triangles
defines the stopping critera of the decimation algorithm.
mesh_smp = mesh_in.simplify_quadric_decimation(target_number_of_triangles=6500) print( f'Simplified mesh has {len(mesh_smp.vertices)} vertices and {len(mesh_smp.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh_smp]) mesh_smp = mesh_in.simplify_quadric_decimation(target_number_of_triangles=1700) print( f'Simplified mesh has {len(mesh_smp. vertices)} vertices and {len(mesh_smp.triangles)} triangles' ) o3d.visualization.draw_geometries([mesh_smp])
Simplified mesh has 4405 vertices and 6499 triangles
Simplified mesh has 1978 vertices and 1700 triangles
Connected components
The result of various reconstruction methods. Open3D implements a connected components algorithm cluster_connected_triangles
that assigns each triangle to a cluster of connected triangles. It returns for each triangle the index of the cluster in triangle_clusters
, and per cluster the number of triangles in cluster_n_triangles
and the surface area of the cluster in cluster_area
.
This is useful in for instance RGBD Integration, which is not always a single triangle mesh, but a number of meshes. Some of the smaller parts are due to noise and we most likely want to remove them.
The code below shows the application of cluster_connected_triangles
and how it can be used to remove spurious triangles.
print("Generate data") mesh = o3dtut.get_bunny_mesh().subdivide_midpoint(number_of_iterations=2) vert = np.asarray(mesh.vertices) min_vert, max_vert = vert.min(axis=0), vert.max(axis=0) for _ in range(30): cube = o3d.geometry.TriangleMesh.create_box() cube.scale(0.005, center=cube.get_center()) cube.translate( ( np.random.uniform(min_vert[0], max_vert[0]), np.random.uniform(min_vert[1], max_vert[1]), np.random.uniform(min_vert[2], max_vert[2]), ), relative=False, ) mesh += cube mesh.compute_vertex_normals() print("Show input mesh") o3d.visualization.draw_geometries([mesh])
Generate data Show input mesh
print("Cluster connected triangles") with o3d.utility.VerbosityContextManager( o3d.utility.VerbosityLevel.Debug) as cm: triangle_clusters, cluster_n_triangles, cluster_area = ( mesh.cluster_connected_triangles()) triangle_clusters = np.asarray(triangle_clusters) cluster_n_triangles = np. asarray(cluster_n_triangles) cluster_area = np.asarray(cluster_area)
Cluster connected triangles [Open3D DEBUG] [ClusterConnectedTriangles] Compute triangle adjacency [Open3D DEBUG] [ClusterConnectedTriangles] Done computing triangle adjacency [Open3D DEBUG] [ClusterConnectedTriangles] Done clustering, #clusters=31
print("Show mesh with small clusters removed") mesh_0 = copy.deepcopy(mesh) triangles_to_remove = cluster_n_triangles[triangle_clusters] < 100 mesh_0.remove_triangles_by_mask(triangles_to_remove) o3d.visualization.draw_geometries([mesh_0])
Show mesh with small clusters removed
print("Show largest cluster") mesh_1 = copy.deepcopy(mesh) largest_cluster_idx = cluster_n_triangles.argmax() triangles_to_remove = triangle_clusters != largest_cluster_idx mesh_1.remove_triangles_by_mask(triangles_to_remove) o3d.visualization.draw_geometries([mesh_1])
pyrender.mesh — pyrender 0.1.45 documentation
"""Meshes, conforming to the glTF 2. 0 standards as specified in https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#reference-mesh Author: Matthew Matl """ import copy import numpy as np import trimesh from .primitive import Primitive from .constants import GLTF from .material import MetallicRoughnessMaterial [docs]class Mesh(object): """A set of primitives to be rendered. Parameters ---------- name : str The user-defined name of this object. primitives : list of :class:`Primitive` The primitives associated with this mesh. weights : (k,) float Array of weights to be applied to the Morph Targets. is_visible : bool If False, the mesh will not be rendered. """ def __init__(self, primitives, name=None, weights=None, is_visible=True): self.primitives = primitives self.name = name self.weights = weights self.is_visible = is_visible self._bounds = None @property def name(self): """str : The user-defined name of this object. """ return self._name @name.setter def name(self, value): if value is not None: value = str(value) self._name = value @property def primitives(self): """list of :class:`Primitive` : The primitives associated with this mesh. """ return self._primitives @primitives.setter def primitives(self, value): self._primitives = value @property def weights(self): """(k,) float : Weights to be applied to morph targets. """ return self._weights @weights.setter def weights(self, value): self._weights = value @property def is_visible(self): """bool : Whether the mesh is visible. """ return self._is_visible @is_visible.setter def is_visible(self, value): self._is_visible = value @property def bounds(self): """(2,3) float : The axis-aligned bounds of the mesh. """ if self. _bounds is None: bounds = np.array([[np.infty, np.infty, np.infty], [-np.infty, -np.infty, -np.infty]]) for p in self.primitives: bounds[0] = np.minimum(bounds[0], p.bounds[0]) bounds[1] = np.maximum(bounds[1], p.bounds[1]) self._bounds = bounds return self._bounds @property def centroid(self): """(3,) float : The centroid of the mesh's axis-aligned bounding box (AABB). """ return np.mean(self.bounds, axis=0) @property def extents(self): """(3,) float : The lengths of the axes of the mesh's AABB. """ return np.diff(self.bounds, axis=0).reshape(-1) @property def scale(self): """(3,) float : The length of the diagonal of the mesh's AABB. """ return np.linalg.norm(self.extents) @property def is_transparent(self): """bool : If True, the mesh is partially-transparent. """ for p in self.primitives: if p.is_transparent: return True return False [docs] @staticmethod def from_points(points, colors=None, normals=None, is_visible=True, poses=None): """Create a Mesh from a set of points. Parameters ---------- points : (n,3) float The point positions. colors : (n,3) or (n,4) float, optional RGB or RGBA colors for each point. normals : (n,3) float, optionals The normal vectors for each point. is_visible : bool If False, the points will not be rendered. poses : (x,4,4) Array of 4x4 transformation matrices for instancing this object. Returns ------- mesh : :class:`Mesh` The created mesh. """ primitive = Primitive( positions=points, normals=normals, color_0=colors, mode=GLTF. POINTS, poses=poses ) mesh = Mesh(primitives=[primitive], is_visible=is_visible) return mesh [docs] @staticmethod def from_trimesh(mesh, material=None, is_visible=True, poses=None, wireframe=False, smooth=True): """Create a Mesh from a :class:`~trimesh.base.Trimesh`. Parameters ---------- mesh : :class:`~trimesh.base.Trimesh` or list of them A triangular mesh or a list of meshes. material : :class:`Material` The material of the object. Overrides any mesh material. If not specified and the mesh has no material, a default material will be used. is_visible : bool If False, the mesh will not be rendered. poses : (n,4,4) float Array of 4x4 transformation matrices for instancing this object. wireframe : bool If `True`, the mesh will be rendered as a wireframe object smooth : bool If `True`, the mesh will be rendered with interpolated vertex normals. Otherwise, the mesh edges will stay sharp. Returns ------- mesh : :class:`Mesh` The created mesh. """ if isinstance(mesh, (list, tuple, set, np.ndarray)): meshes = list(mesh) elif isinstance(mesh, trimesh.Trimesh): meshes = [mesh] else: raise TypeError('Expected a Trimesh or a list, got a {}' .format(type(mesh))) primitives = [] for m in meshes: positions = None normals = None indices = None # Compute positions, normals, and indices if smooth: positions = m.vertices.copy() normals = m.vertex_normals.copy() indices = m.faces.copy() else: positions = m.vertices[m.faces].reshape((3 * len(m.faces), 3)) normals = np.repeat(m.face_normals, 3, axis=0) # Compute colors, texture coords, and material properties color_0, texcoord_0, primitive_material = Mesh. _get_trimesh_props(m, smooth=smooth, material=material) # Override if material is given. if material is not None: #primitive_material = copy.copy(material) primitive_material = copy.deepcopy(material) # TODO if primitive_material is None: # Replace material with default if needed primitive_material = MetallicRoughnessMaterial( alphaMode='BLEND', baseColorFactor=[0.3, 0.3, 0.3, 1.0], metallicFactor=0.2, roughnessFactor=0.8 ) primitive_material.wireframe = wireframe # Create the primitive primitives.append(Primitive( positions=positions, normals=normals, texcoord_0=texcoord_0, color_0=color_0, indices=indices, material=primitive_material, mode=GLTF. TRIANGLES, poses=poses )) return Mesh(primitives=primitives, is_visible=is_visible) @staticmethod def _get_trimesh_props(mesh, smooth=False, material=None): """Gets the vertex colors, texture coordinates, and material properties from a :class:`~trimesh.base.Trimesh`. """ colors = None texcoords = None # If the trimesh visual is undefined, return none for both if not mesh.visual.defined: return colors, texcoords, material # Process vertex colors if material is None: if mesh.visual.kind == 'vertex': vc = mesh.visual.vertex_colors.copy() if smooth: colors = vc else: colors = vc[mesh.faces].reshape( (3 * len(mesh.faces), vc.shape[1]) ) material = MetallicRoughnessMaterial( alphaMode='BLEND', baseColorFactor=[1. 0, 1.0, 1.0, 1.0], metallicFactor=0.2, roughnessFactor=0.8 ) # Process face colors elif mesh.visual.kind == 'face': if smooth: raise ValueError('Cannot use face colors with a smooth mesh') else: colors = np.repeat(mesh.visual.face_colors, 3, axis=0) material = MetallicRoughnessMaterial( alphaMode='BLEND', baseColorFactor=[1.0, 1.0, 1.0, 1.0], metallicFactor=0.2, roughnessFactor=0.8 ) # Process texture colors if mesh.visual.kind == 'texture': # Configure UV coordinates if mesh.visual.uv is not None and len(mesh.visual.uv) != 0: uv = mesh.visual.uv.copy() if smooth: texcoords = uv else: texcoords = uv[mesh. faces].reshape( (3 * len(mesh.faces), uv.shape[1]) ) if material is None: # Configure mesh material mat = mesh.visual.material if isinstance(mat, trimesh.visual.texture.PBRMaterial): material = MetallicRoughnessMaterial( normalTexture=mat.normalTexture, occlusionTexture=mat.occlusionTexture, emissiveTexture=mat.emissiveTexture, emissiveFactor=mat.emissiveFactor, alphaMode='BLEND', baseColorFactor=mat.baseColorFactor, baseColorTexture=mat.baseColorTexture, metallicFactor=mat.metallicFactor, roughnessFactor=mat.roughnessFactor, metallicRoughnessTexture=mat.metallicRoughnessTexture, doubleSided=mat.doubleSided, alphaCutoff=mat. alphaCutoff ) elif isinstance(mat, trimesh.visual.texture.SimpleMaterial): glossiness = mat.kwargs.get('Ns', 1.0) if isinstance(glossiness, list): glossiness = float(glossiness[0]) roughness = (2 / (glossiness + 2)) ** (1.0 / 4.0) material = MetallicRoughnessMaterial( alphaMode='BLEND', roughnessFactor=roughness, baseColorFactor=mat.diffuse, baseColorTexture=mat.image, ) elif isinstance(mat, MetallicRoughnessMaterial): material = mat return colors, texcoords, material
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Curtain Mat, Curtain Library, Curtain Masonry, Curtain Curl, Curtain Russian flower, Tulle Rosary, Curtain Grid stripes, Curtain Summer flowers, Curtain Python, Curtain Rosary | 6303929000 |
Packing from combined materials for artificial flowers: bags, mesh bags, mesh sleeves, bags from chemical threads, polyethylene and polypropylene strips, tapes and threads | 6305331001 |
Special signal clothing of high visibility of the 2nd risk class: signal vests with reflective elements of the 2nd class made of polyester knitted fabrics (incl. including mesh) orange and fluorescent yellow | 6110309900 |
Textile materials: knitted fabrics, machine knitted from synthetic yarns “false mesh”, from yarns of various colors, (100% polyester), | 6006339000 |
Packaging made of primary polyethylene (polyethylene straps-threads) for industrial and household use, mesh bags dimensions: 50 * 80.45 * 75.40 * 60.35 * 60.33 * 47.30 * 47.26 * 39.22 * 31. Colors: Red, green, yellow, purple | 6305331009 |
Bedding for adults: “three-chamber” pillow, filler is separated by polyester nets, outer chambers 100% down, inner chamber 85% feather, 15% down, top (pillowcase) 100% white cotton | 9404 |
Plastic windows made of Aluplast profile, vertical and horizontal opening planes, for residential premises.The complete set includes three-chamber double-glazed windows, 3 mosquito nets. White color. Plastic windows | 3925200000 |
Adjust Window Background Color and Grid Lines
Adjust Window Background Color and Grid Lines
Adjust Window Background Color and Grid Lines
1. Activate the menu command View> Grids and Editing Plane> Grids and Background.
2. Double-click on the Background field to open the Color Preferences dialog (on Mac: Color) to select a different color.
3. Double click on the Grid Lines field to open the Color Options dialog (on Mac: Color) to select a color for the Grid Lines.
Note: Note that the color selected here is also used to mark the desaturated design origin when that origin is temporarily moved.
The following two controls are only available if the 3D window is activated:
Background and Grid Lines Opacity: Use these controls to adjust the background intensity of the grid (edit plane) and grid lines in the 3D window only.
Automatic Pen Color Adjustment for Model Views
When the luminance value of the background color of the screen falls below a certain threshold (the background becomes too dark), the black feathers appear white (inverted). This feature is very useful when using dark or black backgrounds to simulate an AutoCAD workspace.
However, these pens are printed with their actual color settings, not inverted ones.
Colors other than black and poorly distinguishable from other colors are replaced with better perceived similar colors. Items that use white pens are displayed on a white background in light gray. They are also printed using the original colors from the set of pens.
To disable automatic color adjustment, deactivate the Automatic Pen Color Adjustment for Model Views marker using the Options> Environment> Screen Display menu command.
See Screen Representation.
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What is a floral mesh – GiftPak
Is your hobby floristry or selling flower bouquets? Then you will certainly need floral mesh . To order this beautiful packing material for flowers, contact our GIFTPAK company. A wide range of floristic mesh options are presented. Also decorative ribbon for flowers
and a lot of related products that will help you create original bouquets with a floral mesh. Products differ in color, material density, mesh size, decor, price, etc. therefore, you can quickly and easily select products that match your requests.
Features of the use of mesh for decoration
Floristic net , How to use it correctly , and for what purpose – many novice florists ask this question. It is easy to use: you can cut and wrap flowers, souvenirs with it.
This material is convenient to use when decorating bouquets, because:
- The net is needed so that the hands of buyers do not get dirty on the stems of flowers when buying bouquets.The bouquet is rewound from below with a net and tape, which allows you to take it with your bare hands, even if the stems are wet and with soil residues. And the use of a floral mesh with a ribbon will further decorate the bouquet.
- Floral mesh for flowers belongs to the category of decorating goods. Thanks to this material, you can make the bouquet more original, and due to this, arouse even more interest among potential buyers.
- The use of a net for floristry increases income from the sale of bouquets.Such material is cheap, especially in bulk, and profits from bouquets decorated with a floral net and ribbon will delight the seller.
Why do florists use floral nets for decoration
Compared with wrapping paper, the floristic mesh wins in several ways:
- It is more durable, which allows the florist to make exclusive compositions of increased complexity.
- Looks beautiful and original, complements the flower arrangement, gives it elegance and luxury.
- Suitable for bouquets of any theme due to the wide variety of flowers.
Large selection of products that you can buy in our store
Our online store offers the following types of floral nets:
- Classic straight weave, translucent, solid color.
- Meshes decorated with white “snow” dots.
- Products with ribbon-stripe decor.
- Products with different mesh sizes.
Why is it profitable to buy a floristic net buy in our floristry shop
Buying products for floristry in our company “GIFTPAK” provides customers with many undeniable benefits, such as:
- Budget savings. We offer cheap and high quality floral mesh. By deciding to buy this material from us, you will significantly save.
- Certified product.All materials presented in the catalog are certified. You can be sure of its quality.
- Prompt delivery across Moscow, the Moscow region and the territory of Russia. Delivery in the city is free, in Russia it is profitable.
Before you buy a floristic net in the online store, we suggest that you familiarize yourself with the assortment. You will be delighted with the large amount of beautiful material and design options. We are sure that on the virtual shelves of our online store you will certainly find something that definitely interests you.And if you have any questions, we are ready to answer them. Please contact our managers and get advice. Do not forget to pay attention to our discounts in the corresponding section. On the eve of the holidays, they especially delight our customers.
China Indoor Full Color Rental Mesh Nightclub LED Wall Video
Indoor full color mesh rental nightclub LED video wall / display board LED \ N \ N product description [product advantages] \ N \ N 1, quick lock design, faster and easier to lock \ N \ N 2, each cabinet with a dowel pin to make the screen combined more flat, seamless \ H \ H 3, nice appearance and simple structures \ n \ n 4, Humanized operating interface with a breakdown indicator, easy maintenance \ n \ n 5, Best advantage, which can be used for indoor and outdoor, smd3528 with glue, can protect LEDs in rainny days, with waterproof \ n \ n 6, can be customized to strengthen version, with 15 degree curved and high brightness, up to 3000nits \ n \ n [ 500mmx1000mm aluminum led curtain screen] \ n \ n \ n \ n \ n \ n Packing & Shipping [6pcs led panels packed in 1 flight case, wooden case for optional] \ n \ n \ N \ N [LED video processor to connect speakers, HD camera, etc. ] \ n \ n \ n [indoor and outdoor led display project] \ n \ n \ n \ n \ n \ n \ n \ n and answers \ n Q1: What is the pixel pitch for indoor LED display screen? \ n \ n1: indoor and outdoor (3.9mm / 4.8mm /) \ n
Q2: where is it used? \ n
a2 by: indoor & lease use. Widely used in the background of events staging, rental business, liveshow, concert, etc. \ n \ n Q3: can it play HD video? \ N A3: Yes, it can realize HD video function with novastar control system. \ N
Q4: What is the control system? \ N \ on4: Our standard control system for this novastar model.Also supports other control systems like linsn, etc \ .n
Q5: how about the project size? \ N \ at5: please suggest the size “width, height” from the project. We will offer a suitable solution for your project size. I will be grateful if any drawings files about the installation are offered. \. N \ N Our service hiring eachinled has a perfect service system, including Pre-sale, in-sale service and after-sale service. In order to provide high quality service to our customers, we train each salesperson with the knowledge of the service of the required product and the organized technology of the service department with a group of excellent and professional engineers.Any problem you can contact us anytime you like.
Pre-sales: \ H1. Inquiries will be answered within 24 hours. P2. Market research and forecast for the client. \ H3. Provide unique and professional solutions based on client’s requirement \ .H4. Data sheet and sample proposal. \ N5. Other services such as special packaging design, factory visit and so on. \ N \ ning-sales: \ h1. Production Tracking Report. \ P2. Quality test report for each order.\ H3. Photo and video according to client’s requirement. \ H4. Free spare parts. \ N \ nAfter-sale: \ h1. Free lifetime maintenance and upgrades. \ P2. The complaint meets the period not to exceed 24 hours; service guidance and problem solution delivered in 48 hours \ .H3. Customer Satisfaction Tracking Report. \ H4. Free training of a specialist. \ N5. A complete set of documents frees the responsibilities of which including installation guidance, software, operation manual, easy maintenance manual and software CD management system and so on.\ h6. Special service for a large project such as a stadium, exhibitions, squares and so on. \ N \ N
Product Group: LED Curtain / LED Mesh> High Resolution LED Indoor Curtain
Fence Mesh – Types and Features of Selection (57 photos): metal and plastic mesh fencing, shading sectional structure
As a fence for the site, many choose a grid.This option has many advantages. It is presented in a wide variety. Before installing a mesh fence around your house, you need to carefully study all the nuances of such a design, as well as the rules for its installation. Only after familiarizing yourself with the characteristic features of all models of the assortment, you can choose the ideal fence for your site.
Features: advantages and disadvantages
Like any fence base, the mesh construction has its own characteristics.Among them, both positive and negative characteristics can be distinguished. Mesh benefits include:
- ease of acquisition. It can be found in almost any building supermarket, where a large selection of these products is presented.
- The structure is easy to install yourself. The installation takes only a few days, and if you do not work alone, then the structure can be installed even within a day.
- An important advantage is the low cost of the mesh.Compared to stone or brick fences, metal or plastic mesh has a much more affordable price. Its installation does not require the purchase of additional materials and equipment, which helps to avoid the cost of tools.
- The intake is air permeable. On a plot with such a fence, it is fresh and cool at any time of the year.
- In addition to air, the mesh also transmits light rays. This feature is very useful for plants on the site.
- Due to its non-monolithic construction, the fence creates the optical effect of expanding the space on the site. It does not reduce the area visually, but on the contrary, adds spaciousness to the atmosphere.
- A fence of this type does not require preliminary installation of the foundation. This feature helps to save energy, time and money.
- An important quality of the net is its low weight.It is easy to carry from place to place, transport. Even for fencing a large area, all materials can be delivered on their own without harming health.
- The surface of such a structure is almost impossible to break
Disadvantages of mesh material include the following:
- The mesh, in comparison with stone or wood, is not resistant to strong natural disasters.In the event of an earthquake or hurricane, such a fence will not be able to stand in an even position for a long time.
- The protective function of such a fence is impaired. Uninvited guests will be able to enter your site simply by climbing over the fence.
- The mesh fence does not provide absolute privacy. Neighbors or passers-by can watch what is happening in your garden.
- The mesh weave is not resistant to temperature extremes. Since the material is non-monolithic, it is more susceptible to thermal influences.
- Product quality is also affected by excessive exposure to ultraviolet rays.
- A fine mesh can be easily bent or deformed by mechanical action.
- A fence made of this material requires careful maintenance. The fence needs to be refurbished from time to time in order for it to function normally.
- Compared to other materials, the mesh does not have a high level of aesthetics and attractiveness.
- Most of the materials from which a fence can be made are not resistant to excessive moisture.
Views
Mesh fences are not represented by a couple of models.They are classified according to several characteristics into a fairly large number of species.
Materials
According to the design and materials, fences include the following varieties:
- chain-link chain – a very common type for a fence, which is a wicker version. It was invented back in the 19th century, like the machine for its manufacture. The cells of the structure can have different sizes: from 0.25 to 0.7 cm. You need to choose the size, taking into account several factors:
- Fine mesh poorly transmits light to the area. Its purchase is justified if there is no vegetable garden. For summer cottages where landings are made, it is most optimal to choose models with a cell size from 0.4 to 0.6 cm.
- It is important that the sectional fence is capable of resisting impacts. Larger cells are more resistant to mechanical stress. It is optimal to choose them for playgrounds;
- wire, sometimes PVC coated;
- plastic;
- polymer coated galvanized wire;
- stainless steel;
- soft iron wire.
The following mesh types are distinguished depending on the coating:
- The galvanized fence is equipped with a special zinc layer that prevents rust from the environment.
- A non-galvanized product is installed for painting. Such material must be painted immediately after installation. It is quite cheap, but more susceptible to negative influences and corrosion.
- A more expensive option is a plastic-coated chain-link mesh. Plastic most effectively protects the fence from various influences, gives the product durability, while making it more expensive.
Chain-link mesh has a number of advantages, thanks to which the majority of buyers prefer it:
- Reasonable price;
- the possibility of re-using the dismantled structure;
- is suitable for fencing various types of sites, not just summer cottages;
- it is easy to install;
- similar mesh is sold in rolls, it is easy to assemble and calculate the desired size.
- mesh The chain-link is quite resistant to temperature rises, it can withstand even very high rates.
Welded steel mesh is used for many purposes. It is of two types:
- armopoyas;
- construction consisting of squares.
The diameter of the wire from which the product is made varies between 0.3-0.5 cm.At the intersection, the rods are welded to each other for greater reliability. If additional reinforced layers for the floor or walls are created from the reinforcing mesh, then structures with square cells are used for other purposes, which affects their shape and size.
- For the fencing of areas where animals will be, use roll structures , which must have a clear uniform mesh shape, be equipped with increased strength joints between the rods and have high corrosion resistance due to galvanizing.The correct geometry of the compartments will help not to harm the pets and avoid the spread of debris and droppings outside the enclosure. Strength is especially important, because among animals there are those who like to somehow influence the fence: butting, kicking, and so on.
- For fencing summer cottages, stadiums or industrial enterprises, such types of welded mesh are used, which are sold in layers. The area of the squares is usually 10×15 cm. The structure always lets in a lot of light, but it is more durable than the chain-link mesh.The fence is equipped with stiffening ribs, which give it additional strength, clear outlines and provide a higher level of protection of the land.
- Welded technology is carried out in two ways. One of them involves preliminary galvanizing. In the process of welding at the joints, galvanized steel can peel off, which sometimes leads to subsequent corrosion in these places.If galvanizing is done after welding, then such a fence is more resistant to environmental influences. To ensure greater resistance of structures to impacts, an additional polymer layer is applied. The undoubted advantages of a welded product are its strength and reliability. It will last for a long time, because it is more resistant to deformation, since the structure is rigid. The relief of the surface on which the hedge is placed can be anything.
A fence of this type can be equipped with special protrusions that make it difficult to enter the site.In case of damage to the product, the situation can be easily corrected by replacing the damaged layer with a new one. Welded products are installed as a modular fence in areas around the cottages. The difference between such a fence is that it consists of a set of elements. Sections, panels and various fasteners are supplied in a set, which significantly speeds up the process of installing a fence.
Plastic fence consists of interwoven extruded fibers with polymer bonding. It is used for the following purposes:
- as a garden trellis. Such a plastic fence is convenient for individual flower beds, beds or areas of the garden.
- As the main fence of the site. The product often has the same design as the chain-link, but has its own advantages.
- As an emergency design, it is convenient to use plastic products coated with a layer of paint that reflects light.
The advantages of plastic mesh fencing are:
- Possibility of mounting without additional attributes;
- Extremely lightweight and easy to carry;
- color variety of products;
- absence of corrosion and, as a consequence, resistance of polymeric materials to environmental influences;
- long service life, which often exceeds a decade;
- if there is a risk of injury during the operation of a metal structure, then the plastic alternative is absolutely safe;
- UV resistance;
- easy to clean. There is no need to cover the structure with a protective layer or enamel. You can clean the fence from contamination using ordinary water;
- Polymer material is non-toxic and therefore does not cause diseases or allergies.
Among the shortcomings, one serious drawback can be distinguished. Plastic fences do not provide complete protection against entry into the site of ill-wishers.
They are easily susceptible to mechanical stress, while there will be no noise warning of the appearance of robbers, in contrast to cases with metal structures. That is why it is recommended to use them not as the main fence, but as a partition on the site.
A separate type of mesh fencing is a corrugated mesh, which surpasses all other models in strength. It is made by a special weaving of metal rods, which is similar to that used in weaving. Metal rods are bent, and after weaving with each other, they are fixed. Their thickness can vary from 0.2 to 0.7 cm. The corrugated structure can have different strengths:
- standard models.
- Models and partly grooved. There is no corrugation on the wire from which they are made.
- Models with complex corrugation.Here, the warp and weft have additional grooved bends.
Raw materials for the manufacture of products with a relief can be varied:
- carbon steel;
- high alloy steel;
- low carbon steel.
An unusual option for decorating a site is a gabion mesh. It is a welded or twisted mesh box filled with various materials.
Boxes are most often rectangular or cylindrical; they are sometimes made of reinforcing mesh. The cells can be hexagonal or rectangular. The most popular fillers are stone and wood cuts, but other building materials are sometimes used as well.
Lightweight mesh is used as a temporary fence on the site.Parts of the wire in this design are connected using a hinge assembly. To make such a mesh strong, cells of unequal sizes are made. With each row, their size decreases by 5-10 cm, and then becomes larger again. Such nets are convenient to use during construction work, but they are short-lived.
Colors
The range of shades in which fencing nets are made is not very wide.For each species, a certain range of colors is considered the most popular.
- Mesh The chain-link can be gray, especially if it is galvanized. If the structure is painted, then most often it is green or brown. Sometimes you can see yellow, black or red shades. Colored mesh requires compliance with painting standards, which involve calculating a coefficient for painting a lattice fence.
- Welded mesh is most commonly white or green. There are designs in blue and red.
- Plastic fences are often orange, light green or yellow. This color combination helps to attract attention and sometimes plays a decorative role.
- For originality areas with a grid can be “diluted” with several monolithic blocks with photo printing. So, an almost transparent fence in combination with bright colors will be an interesting addition to the landscape design of your site.
Which one to choose?
In order not to be mistaken with the choice of material for the fence, you need to take into account a number of additional nuances, as well as consider some varieties of mesh models.
- If the plot has a vegetable garden, consider buying a shade mesh. A shading hedge made of synthetic materials will protect your plants from the scorching rays and provide the optimal balance of light and shade. You can choose products with different degrees of ray transmission for more or less shading.
- The ability to independently transport material to your site. If you have nothing to transport bulky structures on, a complete Euroset will suit you.It is very easy to transport finished materials in rolls on a regular passenger car.
- When choosing a gabion fence, think about the best way to fill its box. Design your future fence in advance.So, in the design, you can successfully combine two different fillers, for example, stone and board. An interesting design can be created using crushed stone filling.
- In addition to standard welded fences, there is such a variety as expanded mesh. It has diamond-shaped cells and is highly durable.
- Pay attention to the reviews about manufacturing firms. Among them, you can find companies that, instead of traditional 2D products, produce welded fences with a 3D effect.
Installation
It will take very little time to assemble the fence with your own hands, especially if you have a prefabricated kit with a net. The following points must be taken into account before installation:
- The place where the fence will be located and the possibility of its intersection with trees and other obstacles.
- How flat is the terrain of your site, whether there are slopes or inclines on it.
- Required mesh length.
The mesh fence is installed in several stages:
- Using ropes and pegs, mark the areas where the fence line will pass, if one was not previously available.
- After the layout is created, the supports are installed. At your discretion, they can be made of wood or metal. To install them, you can make single holes, or you can dig trenches. The bottom of the pit is covered with polyethylene so that moisture does not penetrate into the soil after the concrete has dried.
- A layer of crushed stone is laid, then a dense layer of sand. For the best result, it is advisable to make reinforcement.
- After pouring concrete into the pits, it is left for several days until it dries completely.
- The mesh is fastened in two ways. A quick method is to pull the material between the posts. The mesh is connected to the frame with a knitting wire. This design can sag over time.
- To prevent sagging of the mesh, galvanized wire is used as an additional support for the fence. It acts as a support for the mesh structure of the fence, preventing it from deforming.
- A more painstaking method is to place the mesh in the frame and then attach the frame to the support posts. Sectional fence has a more aesthetic appearance. To put such a fence, you need to additionally buy special corners that fix the mesh and form sections.
Success stories
Often a decorative function is inherent in the fence on the site.Mesh products are no exception. The designers have come up with several interesting options for the design of the fence.
- To make the mesh fence look inconspicuous, it is decorated with a hedge. For this, climbing plants are used. Blooming, they significantly diversify and decorate the look of your site.
- The original design can be created on the areas of the transparent fence using textiles. Small ribbons are fixed to rods and crossed, creating a pattern. The ribbons can also not be crossed or pulled through the cells, but simply tie them in knots at the joints.
- If you create a fence using boxes with filling, you can combine boxes of different shapes.
Choosing a grid as a fence and taking into account all the features and varieties of its installation, you can decorate your personal plot and bring originality to your landscape design. If you decorate a fence beautifully, then your site will be admired by others.