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.
"