diff --git a/src/meshlabplugins/filter_meshing/meshfilter.cpp b/src/meshlabplugins/filter_meshing/meshfilter.cpp index 4cac74277..5834b8a12 100644 --- a/src/meshlabplugins/filter_meshing/meshfilter.cpp +++ b/src/meshlabplugins/filter_meshing/meshfilter.cpp @@ -368,14 +368,17 @@ QString ExtraMeshFilterPlugin::filterInfo(ActionIDType filterID) const "4-8 Subdivision" "
Luiz Velho, Denis Zorin " "
CAGD, volume 18, Issue 5, Pages 397-427. "); - case FP_CLUSTERING : return tr("Collapse vertices by creating a three dimensional grid enveloping the mesh and discretizes them based on the cells of this grid"); + case FP_CLUSTERING : return tr("Simplify the mesh by clustering vertices; by using a uniform grid over the mesh, the algorithm merges all the vertices in a grid cell into a single vertex. By design this approach removes all small triangles, but also create a number of non-manifold situation.
See:
" + "
Jarek Rossignac, and Paul Borrel. " + "
Multi-resolution 3D approximations for rendering complex scenes." + "
Modeling in computer graphics: methods and applications. Springer, 1993"); case FP_QUADRIC_SIMPLIFICATION : return tr("Simplify a mesh using a quadric based edge-collapse strategy. A variant of the well known Garland and Heckbert simplification algorithm with different weighting schemes to better cope with aspect ration and planar/degenerate quadrics areas." "
See:
" "M. Garland and P. Heckbert.
" "Surface Simplification Using Quadric Error Metrics (pdf)
" "In Proceedings of SIGGRAPH 97.

"); case FP_QUADRIC_TEXCOORD_SIMPLIFICATION : return tr("Simplify a textured mesh using a Quadric based Edge Collapse Strategy preserving UV parametrization. " - "Inspired in the QSLIM surface simplification algorithm " + "Inspired by the QSLIM surface simplification algorithm" "by Michael Garland, which turned into the industry standard method for mesh simplification." "
See:
" "M. Garland and P. Heckbert.
"