ASCAND supports Vertex Coloring, Texture Coloring, and Point Cloud Coloring.
Vertex Coloring
Vertex coloring assigns color to each vertex of a 3D model. The color transitions smoothly between vertices across the model’s surface.
- Advantages:
- Simple and lightweight.
- Color data stored within the model itself, no external files needed.
- Works well with low-polygon models.
- Disadvantages:
- Limited by the number of vertices; fewer vertices mean less color detail.
- Not ideal for highly detailed textures or photorealism.
Supportedn file formats using Vertex Coloring:
- PLY (Polygon File Format): Often used for 3D models with vertex colors.
- OBJ (Wavefront OBJ): Can store vertex color data via extensions or MTL files.
- DAE (Collada): Can store vertex color data s and is commonly used in asset pipelines.
- X3D (Extensible 3D) is another widely used file format, especially in web-based 3D graphics, and it supports various methods of coloring, including vertex coloring, texture mapping, and point cloud coloring
Texture Coloring
Texture coloring applies a 2D image (texture) onto a 3D model using UV mapping to wrap the image around the object’s surface.
- Advantages:
- High detail, independent of the model’s geometry.
- Can use real images or custom designs for complex visual effects.
- Allows additional effects like bump mapping and specular highlights.
- Disadvantages:
- Requires more memory due to external texture files.
- UV mapping can be complex to set up.
- Can cause stretching or distortion if UV mapping isn’t well-done
Supported File Formats:
- OBJ: Commonly used with a separate texture image file (e.g., PNG, JPEG) and an MTL file for material information.
- FBX: Supports UV-mapped textures along with other material properties.
- GLTF/GLB: Supports texture maps, including base color, normal, and metallic/roughness maps, embedded within the file.
- DAE (Collada): Can store UV-mapped textures and is commonly used in asset pipelines.
- 3DS: Can store UV-mapped textures, though less commonly used today.
- X3D (Extensible 3D) is another widely used file format, especially in web-based 3D graphics, and it supports various methods of coloring, including vertex coloring, texture mapping, and point cloud coloring.
- blend Blender excels at texture mapping and painting. You can unwrap your 3D model’s UVs and apply a 2D image texture using the UV/Image Editor or paint textures directly on the model in Texture Paint mode
Texture File Formats: PNG, JPEG, BMP, TGA, TIFF (stored separately from the model file).
Point Cloud Coloring
Point cloud coloring applies color directly to individual points in a 3D point cloud, often used in 3D scanning or photogrammetry.
- Advantages:
- Highly accurate color representation of real-world objects.
- Direct color capture from the source, no need for complex mapping.
- Disadvantages:
- Not a fully-constructed surface; requires further processing to create a 3D model.
- Higher computational load for large point clouds.
Supported File Formats:
PLY: Commonly used for point clouds and supports per-point color information.
Key Differences:
- Detail: Texture coloring allows much finer detail than vertex or point cloud coloring.
- Performance: Vertex coloring is lightweight, while texture coloring uses more memory and point clouds can be computationally intense.
- Use Case: Vertex coloring is great for simple models, texture coloring for high-detail surfaces, and point cloud coloring for 3D scans.