Normal Mapping
1) Load a model
For instance, this one (courtesy of cyberware)
2) Generate a texture atlas
Atlas->Generate texture atlas max overlap ratio: 0.0001
3) [Optional] Visualize the result
- Select 'Textured in Shader pane
- mode: checkerboard
- texture repeat: 30
- border style: on

You can also open the 2D editor (from Window menu)

4) Generate normal map
Atlas->Maps->Generate normal map Filename: dino_normals.png

5) Apply the normal map to the model
Select 'NormalMap' shader
Specify normal map (click on the folder icon to the right to browse)
6) Simplify the model
Mesh->Multi-resolution->Create progressive mesh Mesh->Multi-resolution->Set level of detail
- Turn the wheel to the rightmost position (this simplifies the model to the maximum)
- Turn it back to the left until you are satisfied with what you see
- You can freely adjust the thumbwheel (number of facets,edges and vertices is displayed on the bottom)

Normal-mapped simplified model

Closeup, with the triangles displayed in yellow
7) Save the model
File->Save current
Note: this saves the model "as displayed" (you cannot change the multires. thumbwheel after re-loading a model).
Try this
There are many models on cyberware's website, see in particular:
- http://www.cyberware.com/products/scanners/desktopSamples.html
- http://www.cyberware.com/products/scanners/msSamples.html
You can try the technique with these models (Graphite can load .ply files directly thanks to Greg Turk's ply library).
There are also nice models on aim-at-shape repository.
Known limitations
- Our Progressive Mesh algorithm cannot currently simplify the borders. This tends to generate too many triangles near the frontiers between charts.
- Smoother charts boundaries could be generated by smoothing the normal field before applying the Variational Shape Approximation method (as done in Alliez et.al's paper).