Triangle mesh

Triangle mesh

A triangle mesh is a construct used in computer graphics. It comprises a set of triangles (typically in three dimensions) that are connected by their common edges.

Many graphics software packages and hardware devices can operate more efficiently on triangles that are grouped into meshes than on a similar number of triangles that are presented individually. This is typically because computer graphics do operations on the vertices at the corners of triangles. With individual triangles, the system has to operate on three vertices for every triangle. In a large mesh, there could be eight or more triangles meeting at a single vertex - by processing those vertices just once, it is possible to do a fraction of the work and achieve an identical effect.

With OpenGL or DirectX graphics systems, arbitrary triangle meshes are not supported. However strips of triangles - (where each triangle shares one edge with one neighbour and another with the next) and triangle "fans" (a set of connected triangles sharing one central vertex) are dealt with efficiently resulting in the need to only process N+2 vertices in order to draw N triangles.

Triangle meshes, built from strips, fans and possibly single triangles are usually obtained by so-called tessellation of polygonal objects.

Another way of avoiding redundant vertex processing is by explicit vertex sharing. The definition of the vertices is separated from the triangledescription. A whole batch of triangles is defined by a set of indices into the vertex array. The graphics system processes the vertices first and renders the triangles afterwards, using the index sets working on the transformed data. In OpenGL, this is supported by the glDrawRangeElements() primitive.

ee also

* Polygon mesh
* Nonobtuse mesh
* Nonuniform rational B-spline
* Point cloud


Wikimedia Foundation. 2010.

Игры ⚽ Нужен реферат?

Look at other dictionaries:

  • Triangle strip — A triangle strip is a series of connected triangles, sharing vertices, allowing for faster rendering and more efficient memory usage for computer graphics. They are optimized on most graphics cards, making them the most efficient way of… …   Wikipedia

  • Nonobtuse mesh — A nonobtuse triangle mesh is composed of a set of triangles in which every angle is less than or equal to 90° we call these triangles nonobtuse triangles. If each (triangle) face angle is strictly less than 90◦, then the triangle mesh is said to… …   Wikipedia

  • List of triangle topics — This list of triangle topics includes things related to the geometric shape, either abstractly, as in idealizations studied by geometers, or in triangular arrays such as Pascal s triangle or triangular matrices, or concretely in physical space.… …   Wikipedia

  • Inertia tensor of triangle — The inertia tensor mathbf{J} of a triangle (like the inertia tensor of any body) can be expressed in terms of covariance mathbf{C} of the body::mathbf{J} = mathrm{tr}(mathbf{C})mathbf{I} mathbf{C}where covariance is defined as area integral over… …   Wikipedia

  • Polygon mesh — A polygon mesh or unstructured grid is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple… …   Wikipedia

  • Static mesh — Static meshes are polygon meshes which constitute a major part of map architecture in Unreal Engine 2 and 3. The word static refers only to the fact that static meshes they can t be vertex animated, as they can be moved, scaled, or reskinned in… …   Wikipedia

  • Time-varying mesh — (TVM) is composed of a sequence of polygonal mesh models reproducing dynamic 3D scenes. TVM can be generated from synchronized videos captured by multiple cameras in a studio.In each mesh model (or frame), there are three types of information… …   Wikipedia

  • OpenCTM — Developer(s) Marcus Geelnard Initial release 2009 Stable release 1.0.3 / January 15, 2010; 20 months ago (2010 01 15) Written in …   Wikipedia

  • Subdivision surface — A subdivision surface, in the field of 3D computer graphics, is a method of representing a smooth surface via the specification of a coarser piecewise linear polygon mesh. The smooth surface can be calculated from the coarse mesh as the limit of… …   Wikipedia

  • UV mapping — is a 3D modeling process of making a 2D image representing a 3D model. The map transforms the 3D object onto an image known as a texture. In contrast to X , Y and Z , which are the coordinates for the original 3D object in the modeling space, U… …   Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”