This function PATCHT, will show a triangulated mesh like Matlab function Patch but then with a texture.
FF : Face list 3 x N with vertex indices
VV : Vertices 3 x M
TF : Texture list 3 x N with texture vertex indices
VT : Texture Coordinates s 2 x K, range must be [0..1] or real pixel postions
I : The texture-image RGB [O x P x 3] or Grayscale [O x P]
Options : Structure with options for the textured patch such as
EdgeColor, EdgeAlpha see help "Surface Properties :: Functions"
Options.PSize : Special option, defines the image texturesize for each
individual polygon, a low number gives a more block
like texture, defaults to 64;
On a normal PC displaying 10,000 faces will take about 6 sec.
% Load Data;
% Show the textured patch
% Allow Camera Control (with left, right and center mouse button)
is it possible to load multiple images for the texture?
https://www.mathworks.com/matlabcentral/profile/authors/1058872-andrea-tagliasacchi, you have a small problem in here. In Matlab, only surface has property "texturemap". You can not apply 'texturemap' in the patch object directly. The Author has generated the useful code. Thank him so much!
I think this code is now obsolete.
Look at "Example — Texture Mapping a Surface" in the matlab documentation.
Works well. I slightly changed the conversion from texture coordinates to image coordinates to work for my textures.
67 VT2(:,1) = (1-VT(:,2))*size(I,1);
68 VT2(:,2) = VT(:,1)*size(I,2);
how to get these parameters TF and VT
how can we use this function to map texture on a 3D model from a 2D face image.(Point to Point texture map. Only face texture and leave everything else in the 2D image.) .... ?
@tn_with_8fusa: Thank you very much! To enable the code on "any" Matlab Version, I made the following adaptation:
x1=sizep; y1=sizep; x2=sizep; y2=0; x3=0 ;y3=0; % original
version_str = version;
index_year = regexp(version_str,'(R');
very good work! Thank you!
In 2014b, there is a problem showing texture.
When 127 line of patcht.m is corrected as follows, this problem is settled.
x1=sizep; y1=sizep; x2=sizep; y2=0; x3=0 ;y3=sizep;
I would like to know how you calculated VT and why the number of VT is different from VV.
I did not understand something else in your example is VT why the number of vertices is larger than vv.
is that this function is limited by a number faces or not
Hi, I cannot understand the following:
1) What is the "TF" variable and how do I create it if I have vertices (VV), trinagles (FF) and texture coordinates (VT)?
2) In your "testdata", I see that the number of texture coordinates in VT are not saem is the number of vertices. However, should that not be the same or am I missing something here?
Your guidance is highly appreciated.
This is awesome, I have been looking for such a code for a such a long time. Congrats.
It would be appreciated to change the help with the correct matrix sizes.
A strange thing I found is that it works correctly only if I flip the x and y image coordinate in the matrix, could you check?
Finally, with gray images it show color-mapped texture. The work-around I found is to use three equal layer of gray levels like a color image.
Perfect job! Thank you! You saved a lot of my time. Just one remark: in the comments/help you wrongly specified the size of the input matrices FF, VV, TF and VT. They should be transposed.
You can try to change the figure “Renderer” (painters, z-buffer or OpenGL), after you displayed your textured-object.
But it can also be a problem with your video-card driver.
I'm using 2008b. The example did not texture map correctly. I did not get the image shown. Something is wrong.
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