Source (link to git-repo or to original if based on someone elses unmodified work): Add the source-code for this project on opencode.net
CloudCompare is a 3D point cloud and triangular mesh processing software.
It has been originally designed to perform fast cloud/cloud or cloud/mesh comparison on huge datasets. Afterwards, it has been extended to a more generic 3D data editing and processing software.
Since its official public release in 2009 as a GPL software, it includes always more advanced algorithms:
- comparison/distances computation
- per-point scalar fields handling (statistics, arithmetics, gaussian filter, gradient, etc.)
- interactive point picking
- interactive distance and angle measurements
- interactive or automatic segmentation
- density, roughness and curvature estimation on point clouds
- registration
- resampling
- projection (raster, cylinder, cone)
- normals computation
- sensor management
- calibrated pictures association
- display enhancement (plugins/shaders)
- etc.
Supported formats
Input:
- BIN (CloudCompare binary file format)
- ASCII point cloud files (import wizard)
- LAS point clouds (ASPRS Lidar data)
- PLY (Stanford cloud/mesh file format - import wizard)
- OBJ (Wavefront mesh file)
- SOI (Mensi Soisic sensor point cloud) - PN (Point + normal binary file)
- PV (Point + scalar binary file)
- ICM (Point cloud + calibrated images)
Output:
- point clouds: BIN, ASCII, LAS, PLY, PN, PV
- mesh: OBJ, PLY, MA (MAYA ASCII)
Actual version of CloudCompare (2.2) works only on Windows.
The Linux version is only availabe by compiling the sources (see project web site for SVN access).
8 years ago
Latest version: 2.4 (24 Jun. 2012)
- the project is now based on CMake
- 32 and 64 bits versions available (Windows & Linux)
- lots of new stuff (see history.txt)
- advanced support for Snavely's Bundler output file (.out)
- new 'Apply Transformation' tool added
- this version fixes a bug on Windows 7 (crash during the execution of multi-threaded algorithms)
- subsampling algorithms now available in command line mode (see wiki)
- logarithmic color scale option
- ASCII file wizard modified and bug fixed
- FBO used to speed-up static display
- several bug corrections (ICP registration for small clouds, cloud fusion tool, etc.)
- mesh default specular material can now be defined by user
- major display speed-up (up to 3 times faster for point clouds and 30% faster for some meshes)
- point picking mechanism enhanced (faster, more robust)
- color scale improvements (settings & display)
- qKinnect plugin (point cloud capture from Microsoft Kinect device - based on libfreenect)
- entities & scalar fields names are now saved in BIN files
- EDL (Eye Dome Lighting) plugin is now less sensitive on zoom
- Number of randomly sampled points in ICP registration can now be defined by user
- several bugs fixed ('Height Grid Generation' method, etc.)
- 'Plane orientation' method added (compute normal and strike+dip info for a planar point cloud)
- enhancement of ASCII files loading (up to 256 scalar fields) + several bug fixes
- support for materials/textures from OBJ files + robustness
- drag & drop of 3D files support + persistent point list picking
- point picking restored (bug in version of 21 Feb.)
- bug in normals computation fixed
- files drag & drop on 3D windows
- interactive segmentation also supported in perspective mode
- parallel computing on multi-core processors: octree-based computations are dispatched on as many cores as available on the processor, resulting in almost N times division of processing time on a N-cores processor!
Former version: 2.2
- Camera dialog updated (customizable camera pivot, etc.)
- New plugin: 3D surface reconstruction with 'Poisson Surface Reconstruction' algorithm by Kazhdan et al.
- bug on registration with less than 20K points corrected
- EDL & SSAO plugins enhanced (bugs corrected for old and/or ATI cards)
- Bilateral shader fixed
- Several bug fixes (when sampling points + normals on a mesh, when computing normals without specifying a prefered direction, etc.)
- Real time OpenGL shading filters "SSAO" & "EyeDome Lighting" available as plugins
- Support for ASPRS LAS files (lidar/laser scanner exchange format)
8 years ago
Latest version: 2.4 (24 Jun. 2012)
- the project is now based on CMake
- 32 and 64 bits versions available (Windows & Linux)
- lots of new stuff (see history.txt)
- advanced support for Snavely's Bundler output file (.out)
- new 'Apply Transformation' tool added
- this version fixes a bug on Windows 7 (crash during the execution of multi-threaded algorithms)
- subsampling algorithms now available in command line mode (see wiki)
- logarithmic color scale option
- ASCII file wizard modified and bug fixed
- FBO used to speed-up static display
- several bug corrections (ICP registration for small clouds, cloud fusion tool, etc.)
- mesh default specular material can now be defined by user
- major display speed-up (up to 3 times faster for point clouds and 30% faster for some meshes)
- point picking mechanism enhanced (faster, more robust)
- color scale improvements (settings & display)
- qKinnect plugin (point cloud capture from Microsoft Kinect device - based on libfreenect)
- entities & scalar fields names are now saved in BIN files
- EDL (Eye Dome Lighting) plugin is now less sensitive on zoom
- Number of randomly sampled points in ICP registration can now be defined by user
- several bugs fixed ('Height Grid Generation' method, etc.)
- 'Plane orientation' method added (compute normal and strike+dip info for a planar point cloud)
- enhancement of ASCII files loading (up to 256 scalar fields) + several bug fixes
- support for materials/textures from OBJ files + robustness
- drag & drop of 3D files support + persistent point list picking
- point picking restored (bug in version of 21 Feb.)
- bug in normals computation fixed
- files drag & drop on 3D windows
- interactive segmentation also supported in perspective mode
- parallel computing on multi-core processors: octree-based computations are dispatched on as many cores as available on the processor, resulting in almost N times division of processing time on a N-cores processor!
Former version: 2.2
- Camera dialog updated (customizable camera pivot, etc.)
- New plugin: 3D surface reconstruction with 'Poisson Surface Reconstruction' algorithm by Kazhdan et al.
- bug on registration with less than 20K points corrected
- EDL & SSAO plugins enhanced (bugs corrected for old and/or ATI cards)
- Bilateral shader fixed
- Several bug fixes (when sampling points + normals on a mesh, when computing normals without specifying a prefered direction, etc.)
- Real time OpenGL shading filters "SSAO" & "EyeDome Lighting" available as plugins
- Support for ASPRS LAS files (lidar/laser scanner exchange format)
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kdekda
9 years ago
1 - certificate error
2 - username or password error
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dgirardeau
9 years ago
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glad
9 years ago
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dgirardeau
9 years ago
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1zaPy9EX
9 years ago
Your concern about SVN server abuse is perfectly reasonable, but the GPL doesn't force you to give people access to the trunk: you only need to provide source code to the 2.3 version. It's not very difficult for you since you're already distributing multiple binaries, and it's much more convenient for your users. Remember that the GPL requires you to offer source code "in the same way through the same place" as the binary, and quite clearly your current distribution scheme does not satisfy these conditions.
Also, your binary distribution itself is in violation of the GPL because it doesn't include the GPL license text. As it is, there is no way for me to know which version you're using (v2, v2 or later, v3, v3 or later...)
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dgirardeau
9 years ago
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1zaPy9EX
9 years ago
To be perfectly frank I don't use your app so I won't contribute, but there is no doubt that if you make it easier for people to grab the source code it will make it easier for actual users to hack stuff and contribute it back.
And even as "just a curious casual onlooker" the source distribution was interesting because it had some cool bonuses like the example .bin files :)
A final word of boring advice: license conflicts could be biting you in the future if you accept code contributions without requiring copyright assignments, so if you want to avoid conflicts consider making your code available under "GPL2 or any later version" instead of GPL2 only, otherwise it will be impossible to link GPL3 code with your code.
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