
• If you check the “Auto. grab texture” option, DAVID will record a texture with each scan. If the texture is
too bright or too dark, you can adjust the texture settings in the Texturing menu (see below).
With the corresponding Visibility button at the top bar, you can choose whether the texture will be
shown in the 3D view.
• With your mouse, you can rotate, move and zoom the 3D view.
• The scans need to overlap sufficiently so that they can be combined/aligned later on. Generally, 6-8
scans of different views around an object are required, plus possibly a few of the top and bottom sides.
Grabbing a texture with each scan can help with the automatic or manual alignment.
• Using the Smooth options under “Result Filtering”, you can smooth the 3D data of your scan. However
we recommend not to do this (keep Smooth settings at 0). Instead, if your scans are noisy or wavy, you
should optimize the scan conditions (brightness settings, room conditions).
More options for smoothing can be found in the Shapefusion menu.
• The “Quality Check” setting removes scan data that are probably imprecise, which can happen at scan
border or between dark and bright surface regions. You can adjust the value and watch the effect
immediately. Recommended value is 0.5.
• Save each successful scan as an OBJ file (“Save As“) and/or add it to the List of Scans.
After each click on “Add to list”, you can immediately align the new scan to the previous ones
(Shapefusion menu, see next chapter). Alternatively, you can first collect more scans in the Structured
Light menu, and align them all later.
• When all settings are optimized and you are making many scans in a row, you can simplify the process by
enabling “Auto. Add to List” and/or “Align to Previous Scan”. This is recommended only for experienced
users.
Menu “Texturing”
You can record a texture with each scan. Since the SLS-1 contains a monochrome camera, DAVID will project
several colors with the projector and measure the respective reflections from the object surface with the
monochrome camera. From these data DAVID can compute a real color texture.
Texturing may require different illumination settings. When the Texturing menu is open, you can adjust
Projector Brightness, camera Exposure or other camera properties as you like, without influencing the scan
settings. A decent texture is like a good photo: uniform illumination, not too bright, not too dark. The
projected color stripes should be visible in the camera image as bright gray (not too dark but also not white)
stripes.
In some cases it may be helpful not to use the projector as a light source (set Projector Brightness to 0), but
instead use diffuse environment light in the room. However, in that case the monochrome camera can only
record a gray-scale texture.
White Balance: Each time you have changed settings, you should perform a new White Balancing. DAVID will
calibrate the color properties of the whole system (camera, projector) in order to measure accurate colors of
the object later. White Balancing requires the camera image to show nothing but a big white object (e.g. the
calibration corner or a white wall).
• The button “Grab Texture” records a new textures and applies it to the scan at hand.
• All settings here are stored separately. For the following scans, you will not have to open the Texturing
menu each time. Instead you can use the “Auto. grab texture” option in the Structured Light menu.
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