Knowledge

Polygon mesh

Source πŸ“

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the same data, such as a splitting angle (polygons with normals above this threshold are either automatically treated as separate smoothing groups or some technique such as splitting or chamfering is automatically applied to the edge between them). Additionally, very high resolution meshes are less subject to issues that would require smoothing groups, as their polygons are so small as to make the need irrelevant. Further, another alternative exists in the possibility of simply detaching the surfaces themselves from the rest of the mesh. Renderers do not attempt to smooth edges across noncontiguous polygons.
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the vertex list. Then, from those faces, use the face list to find the vertices around them. Winged-edge meshes explicitly store nearly all information, and other operations always traverse to the edge first to get additional info. Vertex-vertex meshes are the only representation that explicitly stores the neighboring vertices of a given vertex.
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each end. The other edges may be traversed incrementally. The information for each edge therefore resembles a butterfly, hence "winged-edge" meshes. The above figure shows the "box-cylinder" as a winged-edge mesh. The total data for an edge consists of 2 vertices (endpoints), 2 faces (on each side), and 4 edges (winged-edge).
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The notation "V β†’ f1, f2, f3, ... β†’ v1, v2, v3, ..." describes that a traversal across multiple elements is required to perform the operation. For example, to get "all vertices around a given vertex V" using the face-vertex mesh, it is necessary to first find the faces around the given vertex V using
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Render dynamic meshes require slightly less storage space than standard winged-edge meshes, and can be directly rendered by graphics hardware since the face list contains an index of vertices. In addition, traversal from vertex to face is explicit (constant time), as is from face to vertex. RD meshes
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of static or morphing objects. Winged-edge or render dynamic meshes are used when the geometry changes, such as in interactive modeling packages or for computing subdivision surfaces. Vertex-vertex meshes are ideal for efficient, complex changes in geometry or topology so long as hardware rendering
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Winged-edge meshes address the issue of traversing from edge to edge, and providing an ordered set of faces around an edge. For any given edge, the number of outgoing edges may be arbitrary. To simplify this, winged-edge meshes provide only four, the nearest clockwise and counter-clockwise edges at
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transmit progressive changes to a mesh as a set of normal displacements from a base mesh. With this technique, a series of textures represent the desired incremental modifications. Normal meshes are compact, since only a single scalar value is needed to express displacement. However, the technique
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surface, the crease vertices would have incorrect normals. Thus, some way of determining where to cease smoothing is needed to group smooth parts of a mesh, just as polygons group 3-sided faces. As an alternative to providing surfaces/smoothing groups, a mesh may contain other data for calculating
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Objects created with polygon meshes must store different types of elements. These include vertices, edges, faces, polygons and surfaces. In many applications, only vertices, edges and either faces or polygons are stored. A renderer may support only 3-sided faces, so polygons must be constructed of
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For rendering, the face list is usually transmitted to the GPU as a set of indices to vertices, and the vertices are sent as position/color/normal structures (in the figure, only position is given). This has the benefit that changes in shape, but not geometry, can be dynamically updated by simply
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represent an object as a set of vertices connected to other vertices. This is the simplest representation, but not widely used since the face and edge information is implicit. Thus, it is necessary to traverse the data in order to generate a list of faces for rendering. In addition, operations on
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Rendering of winged-edge meshes for graphics hardware requires generating a Face index list. This is usually done only when the geometry changes. Winged-edge meshes are ideally suited for dynamic geometry, such as subdivision surfaces and interactive modeling, since changes to the mesh can occur
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Face-vertex meshes improve on VV-mesh for modeling in that they allow explicit lookup of the vertices of a face, and the faces surrounding a vertex. The above figure shows the "box-cylinder" example as an FV mesh. Vertex v5 is highlighted to show the faces that surround it. Notice that, in this
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As the mesh representations become more complex (from left to right in the summary), the amount of information explicitly stored increases. This gives more direct, constant time, access to traversal and topology of various elements but at the cost of increased overhead and space in maintaining
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Each of the representations above have particular advantages and drawbacks, further discussed in Smith (2006). The choice of the data structure is governed by the application, the performance required, size of the data, and the operations to be performed. For example, it is easier to deal with
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explicitly represent the vertices, faces, and edges of a mesh. This representation is widely used in modeling programs to provide the greatest flexibility in dynamically changing the mesh geometry, because split and merge operations can be done quickly. Their primary drawback is large storage
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Modeling requires easy traversal of all structures. With face-vertex meshes it is easy to find the vertices of a face. Also, the vertex list contains a list of faces connected to each vertex. Unlike VV meshes, both faces and vertices are explicit, so locating neighboring faces and vertices is
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However, VV meshes benefit from small storage space and efficient morphing of shape. The above figure shows a four-sided box as represented by a VV mesh. Each vertex indexes its neighboring vertices. The last two vertices, 8 and 9 at the top and bottom center of the "box-cylinder", have four
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used in hardware graphics rendering. The representation is more compact, and more efficient to retrieve polygons, but operations to change polygons are slow. Furthermore, corner-tables do not represent meshes completely. Multiple corner-tables (triangle fans) are needed to represent most
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store faces in an ordered, yet independent, way so that the mesh can be transmitted in pieces. The order of faces may be spatial, spectral, or based on other properties of the mesh. Streaming meshes allow a very large mesh to be rendered even while it is still being
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set of faces. In systems that support multi-sided faces, polygons and faces are equivalent. However, most rendering hardware supports only 3- or 4-sided faces, so polygons are represented as multiple faces. Mathematically a polygonal mesh may be considered an
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constant time. However, the edges are implicit, so a search is still needed to find all the faces surrounding a given face. Other dynamic operations, such as splitting or merging a face, are also difficult with face-vertex meshes.
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which store edges, half-edges, and vertices without any reference to polygons. The polygons are implicit in the representation, and may be found by traversing the structure. Memory requirements are similar to half-edge
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in which each edge points to two vertices, two faces, and the four (clockwise and counterclockwise) edges that touch them. Winged-edge meshes allow constant time traversal of the surface, but with higher storage
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As a general rule, face-vertex meshes are used whenever an object must be rendered on graphics hardware that does not change geometry (connectivity), but may deform or morph shape (vertex positions) such as
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for each of the four technique described in this article. Other representations also exist, such as half-edge and corner tables. These are all variants of how vertices, faces and edges index one another.
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many of these, as shown above. However, many renderers either support quads and higher-sided polygons, or are able to convert polygons to triangles on the fly, making it unnecessary to store a mesh in a
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A common but outdated format with hard 16-bit limits on the number of vertices and faces. Neither standardised nor well documented, but used to be a "de facto standard" for data exchange.
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Winged-edge meshes are not the only representation which allows for dynamic changes to geometry. A new representation which combines winged-edge meshes and face-vertex meshes is the
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represent an object as a set of faces and a set of vertices. This is the most widely used mesh representation, being the input typically accepted by modern graphics hardware.
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requirements and increased complexity due to maintaining many indices. A good discussion of implementation issues of Winged-edge meshes may be found in the book
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ASCII format describing 3D geometry. All faces' vertices are ordered counter-clockwise, making facet normals implicit. Smooth normals are specified per vertex.
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XML-based, open source, royalty-free, extensible, and interoperable; also supports color, texture, and scene information. ISO Standard 19775/19776/19777
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example, every face is required to have exactly 3 vertices. However, this does not mean every vertex has the same number of surrounding faces.
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connected vertices rather than five. A general system must be able to handle an arbitrary number of vertices connected to any given vertex.
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Open Source. Stores a tetrahedral mesh and its material properties for FEM simulation. ASCII (.veg) and binary (.vegb) formats available.
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for storing polygon mesh data. Each format is most effective when used for the purpose intended by its creator. Popular formats include
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Polygon meshes may be represented in a variety of ways, using different methods to store the vertex, edge and face data. These include:
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Open, ASCII-only format. Each line contains 3 vertices, separated by spaces, to form a triangle, like so: X1 Y1 Z1 X2 Y2 Z2 X3 Y3 Z3
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must point horizontally away from the center, while the normals of the caps must point straight up and down. Rendered as a single,
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do not require the four outgoing edges since these can be found by traversing from edge to face, then face to neighboring edge.
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Lorensen, William E.; Cline, Harvey E. (1 August 1987). "Marching cubes: A high resolution 3D surface construction algorithm".
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which store vertices in a predefined table, such that traversing the table implicitly defines polygons. This is in essence the
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Open source, providing an ASCII mesh description for linear and polynomially interpolated elements in 1 to 3 dimensions.
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Open, ASCII or binary format that contains many different data fields, including point data, cell data, and field data.
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Proprietary binary file format for storing humanoid model geometry with rigging, material, and physics information.
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Bruce Baumgart, Winged-Edge Polyhedron Representation for Computer Vision. National Computer Conference, May 1975.
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A position (usually in 3D space) along with other information such as color, normal vector and texture coordinates.
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locally. Traversal across the mesh, as might be needed for collision detection, can be accomplished efficiently.
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RD meshes benefit from the features of winged-edge meshes by allowing for geometry to be dynamically updated.
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Open Source. Binary (.mesh) and ASCII (.mesh.xml) format available. Includes data for vertex animation and
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to apply to different polygons of the mesh. It is also possible for meshes to contain other such vertex
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indicates that a list comparison between two lists must be performed to accomplish the operation; and
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which are a separate 2d representation of the mesh "unfolded" to show what portion of a 2-dimensional
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of a structure, while polygon meshes only explicitly represent the surface (the volume is implicit).
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with polygon meshes. If the mesh's edges are rendered instead of the faces, then the model becomes a
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Similar to winged-edge meshes except that only half the edge traversal information is used. (see
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indicates that the operation can be performed in constant time, as the data is directly stored;
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Open source parallel adaptive unstructured 3D meshes for PDE based simulation workflows.
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are distinct from polygon meshes in that they explicitly represent both the surface and
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Like the STL format, but with added native color, material, and constellation support.
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requires a complex series of transformations to create the displacement textures.
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transmit the vertex and face data with increasing levels of detail. Unlike
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On Vertex-Vertex Meshes and Their Use in Geometric and Biological Modeling
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will be defined, allowing different portions of the mesh to use different
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means the average number of edges connected to a given vertex, and
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ASCII data format that describes a hierarchical tree of entities.
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ctivity". A universal format designed to prevent incompatibility.
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means the average number of vertices connected to a given vertex;
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resending the vertex data without updating the face connectivity.
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There are two dgn file formats: pre-version 8 and version 8 (V8)
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indicates a search must be done on two indices. The notation
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is the average number of faces connected to a given vertex.
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For a complete description of VV meshes see Smith (2006).
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A Mesh Data Structure for Rendering and Subdivision. 2006
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Figure 6: summary of mesh representation operations
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Binary and ASCII format originally designed to aid in
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Proprietary. Binary and ASCII specifications exist.
1652:(a technique for adding detail to a polygon mesh) 669: 2008: 1608:Laboratory of Artificial Intelligence for Design 534:triangles than general polygons, especially in 397:or separate actors for non-skeletal animation. 871:Example with 10 vertices, 16 faces, 24 edges: 1872: 1735: 1733: 1699: 1693: 566:edges and faces are not easily accomplished. 437:information such as colour, tangent vectors, 258:, and many others. Algorithms also exist for 219:, but may also be more generally composed of 423:Most mesh formats also support some form of 1879: 1865: 1848:open source half-edge mesh representation. 1730: 1713: 119:Learn how and when to remove this message 1646:(a mesh can be manifold or non-manifold) 948: 643: 238:(specifically 3D computer graphics) and 130: 47:Relevant discussion may be found on the 549: 520: 2009: 783:V β†’ f1, f2, f3, ... β†’ v1, v2, v3, ... 709:V β†’ e1, e2, e3, ... β†’ v1, v2, v3, ... 706:V β†’ e1, e2, e3, ... β†’ v1, v2, v3, ... 703:V β†’ f1, f2, f3, ... β†’ v1, v2, v3, ... 640:See Baumgart (1975) for more details. 1860: 1827: 1808: 1759:"Use of Polyhedra in computer vision" 961: 853: 607: 576: 471: 459: 57:adding citations to reliable sources 24: 16:Set of polygons to define a 3D model 1886: 1525:data in separate file (.skeleton). 952: 496: 482: 13: 1321:Additive Manufacturing File Format 611: 580: 553: 452: 339:A closed set of edges, in which a 331:A connection between two vertices. 14: 2048: 2027:Computer graphics data structures 1801: 1342:Virtual Reality Modeling Language 766:V β†’ e1, e2, e3 β†’ f1, f2, f3, ... 415: 1124:Digital Asset Exchange (COLLADA) 1070:Open source, binary-only format 975: 780:V β†’ {v,v1}, {v,v2}, {v,v3}, ... 620:Introduced by Baumgart in 1975, 507: 303: 29: 1852:Polygon Mesh Processing Library 985: 720:F(a,b,c) β†’ {a,b}, {b,c}, {a,c} 234:meshes is a large sub-field of 40:needs additional citations for 1780: 1750: 1702:ACM SIGGRAPH Computer Graphics 1187:Robert McNeel & Associates 837:Find face with given vertices 670:Summary of mesh representation 558:Figure 2. Vertex-vertex meshes 445:, etc (sometimes also called 1: 1976:Principles of Grid Generation 1686: 849:Set intersection of v1,v2,v3 846:Set intersection of v1,v2,v3 843:Set intersection of v1,v2,v3 662:See Tobler & Maierhofer ( 848: 845: 842: 839: 836: 833: 828: 825: 822: 819: 816: 813: 808: 805: 802: 799: 796: 793: 788: 785: 782: 779: 776: 773: 768: 765: 762: 759: 756: 753: 748: 745: 742: 739: 736: 733: 728: 725: 722: 719: 716: 713: 708: 705: 702: 699: 696: 693: 616:Figure 4. Winged-edge meshes 585:Figure 3. Face-vertex meshes 399: 187:that defines the shape of a 7: 1622: 1128:Sony Computer Entertainment 990:There exist many different 697:All vertices around vertex 362: 298: 248:Constructive solid geometry 10: 2053: 1765:. May 1975. Archived from 1353:ISO Standard 14772-1:1997 777:All edges around a vertex 757:All faces around a vertex 389:Some mesh formats contain 287:Several methods exist for 18: 1948: 1922: 1894: 1786:Tobler & Maierhofer, 1535:Vega FEM tetrahedral mesh 889: 885:6*16 + 4*24 + 10*5 = 242 882:3*16 + 8*24 + 10*5 = 290 870: 817:Both vertices of an edge 746:F β†’ e1, e2, e3 β†’ a, b, c 676: 383: 317: 215:), since this simplifies 207:(quads), or other simple 1935:Parallel mesh generation 1676:Triangulation (geometry) 1446:LightWave 3D object File 1272:Polygon Movie Maker data 933:connectivity information 723:F β†’ {a,b}, {b,c}, {a,c} 666:2006) for more details. 1956:Chew's second algorithm 1629:Boundary representation 1208:Drawing Exchange Format 737:All vertices of a face 343:has three edges, and a 333: 325: 1519:Morph target animation 1234:Wavefront Technologies 797:Both faces of an edge 617: 586: 559: 536:computational geometry 146: 1940:Stretched grid method 1511:OGRE Development Team 1404:X3D Compressed Binary 1400:.x3dz, .x3dbz, .x3dvz 949:Other representations 866:6F + 4E + V*avg(E,V) 863:3F + 8E + V*avg(E,V) 644:Render dynamic meshes 615: 584: 557: 134: 2017:3D computer graphics 1813:"Simplicial complex" 896:In the above table, 717:All edges of a face 563:Vertex-vertex meshes 550:Vertex-vertex meshes 522:Vertex-vertex meshes 151:3D computer graphics 53:improve this article 2037:Geometry processing 1986:Ruppert's algorithm 1971:Marching tetrahedra 1961:Image-based meshing 1930:Laplacian smoothing 1724:10.1145/37402.37422 1255:Stanford University 1251:Polygon File Format 1080:Autodesk FBX Format 1057:Blender File Format 945:is not of concern. 942:real-time rendering 931:Figure 7 shows the 840:F(a,b,c) β†’ {a,b,c} 740:F(a,b,c) β†’ {a,b,c} 650:render dynamic mesh 268:rigid-body dynamics 264:collision detection 225:polygons with holes 195:usually consist of 161:is a collection of 1829:Weisstein, Eric W. 1810:Weisstein, Eric W. 1523:Skeletal animation 1379:.x3d, .x3db, .x3dv 1325:ASTM International 1061:Blender Foundation 964:Progressive meshes 928:indices properly. 622:winged-edge meshes 618: 608:Winged-edge meshes 590:Face-vertex meshes 587: 577:Face-vertex meshes 560: 461:Face-vertex meshes 395:skeletal animation 368:More often called 347:has four edges. A 240:geometric modeling 147: 2004: 2003: 1996:Unstructured grid 1620: 1619: 1294:Stereolithography 1262:Binary and ASCII 1161:MicroStation File 894: 893: 879:3*16 + 10*5 = 98 465:A simple list of 358:unstructured grid 278:Volumetric meshes 236:computer graphics 129: 128: 121: 103: 2044: 1881: 1874: 1867: 1858: 1857: 1842: 1841: 1823: 1822: 1795: 1784: 1778: 1777: 1775: 1774: 1754: 1748: 1737: 1728: 1727: 1717: 1697: 1681:Wire-frame model 1656:Polygon modeling 1650:Mesh subdivision 1408:Web3D Consortium 1387:Web3D Consortium 1367:Web3D Consortium 1346:Web3D Consortium 1013: 1012: 971:streaming meshes 954:Streaming meshes 860:3F + V*avg(F,V) 674: 673: 627:Graphics Gems II 529: 499:Quad-edge meshes 485:Half-edge meshes 370:smoothing groups 307: 291:, including the 221:concave polygons 184: 183: 175: 174: 167: 166: 124: 117: 113: 110: 104: 102: 61: 33: 25: 21:Wire-frame model 2052: 2051: 2047: 2046: 2045: 2043: 2042: 2041: 2032:Mesh generation 2022:Virtual reality 2007: 2006: 2005: 2000: 1944: 1918: 1890: 1888:Mesh generation 1885: 1832:"Triangulation" 1804: 1799: 1798: 1785: 1781: 1772: 1770: 1757: 1755: 1751: 1738: 1731: 1698: 1694: 1689: 1625: 1558:Oleg Melashenko 1514:OGRE, purebasic 1490:GMsh Developers 1363:VRML Compressed 1165:Bentley Systems 1022:Organization(s) 988: 978: 966: 955: 951: 823:E(a,b) β†’ {a,b} 820:E(a,b) β†’ {a,b} 689:Render dynamic 672: 646: 610: 579: 552: 527: 523: 510: 501: 487: 476: 462: 455: 453:Representations 420: 413:when rendered. 402: 386: 374:surface normals 365: 336: 328: 320: 301: 289:mesh generation 272:wireframe model 209:convex polygons 181: 180: 172: 171: 164: 163: 142:representing a 125: 114: 108: 105: 62: 60: 46: 34: 23: 17: 12: 11: 5: 2050: 2040: 2039: 2034: 2029: 2024: 2019: 2002: 2001: 1999: 1998: 1993: 1988: 1983: 1978: 1973: 1968: 1966:Marching cubes 1963: 1958: 1952: 1950: 1946: 1945: 1943: 1942: 1937: 1932: 1926: 1924: 1920: 1919: 1917: 1916: 1911: 1906: 1900: 1898: 1892: 1891: 1884: 1883: 1876: 1869: 1861: 1855: 1854: 1849: 1843: 1824: 1803: 1802:External links 1800: 1797: 1796: 1779: 1749: 1729: 1715:10.1.1.545.613 1708:(4): 163–169. 1691: 1690: 1688: 1685: 1684: 1683: 1678: 1673: 1668: 1663: 1658: 1653: 1647: 1641: 1636: 1634:Euler operator 1631: 1624: 1621: 1618: 1617: 1614: 1609: 1606: 1603: 1599: 1598: 1595: 1586: 1577: 1574: 1568: 1567: 1564: 1562:Zanoza Modeler 1559: 1556: 1553: 1546: 1545: 1542: 1539: 1536: 1533: 1527: 1526: 1521:(blendshape). 1515: 1512: 1509: 1506: 1500: 1499: 1496: 1491: 1488: 1485: 1479: 1478: 1475: 1470: 1467: 1464: 1460: 1459: 1457: 1452: 1447: 1444: 1438: 1437: 1435: 1430: 1425: 1424:Cinema 4D File 1422: 1416: 1415: 1413: 1410: 1405: 1402: 1396: 1395: 1392: 1389: 1384: 1381: 1375: 1374: 1372: 1369: 1364: 1361: 1355: 1354: 1351: 1348: 1343: 1340: 1334: 1333: 1330: 1327: 1322: 1319: 1313: 1312: 1305: 1302: 1297: 1291: 1285: 1284: 1281: 1276: 1273: 1270: 1264: 1263: 1260: 1257: 1252: 1249: 1243: 1242: 1239: 1236: 1231: 1228: 1222: 1221: 1219: 1214: 1209: 1206: 1196: 1195: 1193: 1188: 1185: 1182: 1176: 1175: 1172: 1167: 1162: 1159: 1153: 1152: 1137: 1134: 1125: 1122: 1116: 1115: 1112: 1107: 1102: 1099: 1093: 1092: 1089: 1086: 1081: 1078: 1072: 1071: 1068: 1063: 1058: 1055: 1049: 1048: 1045: 1042: 1039: 1034: 1030: 1029: 1026: 1023: 1020: 1017: 987: 984: 983: 979: 976: 974: 967: 962: 960: 956: 953: 950: 947: 892: 891: 887: 886: 883: 880: 877: 873: 872: 868: 867: 864: 861: 858: 855: 851: 850: 847: 844: 841: 838: 835: 831: 830: 827: 824: 821: 818: 815: 811: 810: 807: 804: 801: 798: 795: 791: 790: 787: 784: 781: 778: 775: 771: 770: 767: 764: 761: 758: 755: 751: 750: 747: 744: 741: 738: 735: 731: 730: 727: 724: 721: 718: 715: 711: 710: 707: 704: 701: 698: 695: 691: 690: 687: 684: 681: 680:Vertex-vertex 678: 671: 668: 645: 642: 609: 606: 578: 575: 551: 548: 531: 524: 521: 519: 511: 508: 506: 502: 497: 495: 488: 483: 481: 477: 472: 470: 463: 460: 454: 451: 450: 426:UV coordinates 421: 418:UV coordinates 416: 414: 403: 400: 398: 387: 384: 382: 366: 363: 361: 337: 334: 332: 329: 326: 324: 321: 318: 300: 297: 293:marching cubes 256:simplification 205:quadrilaterals 155:solid modeling 127: 126: 68:"Polygon mesh" 51:. Please help 37: 35: 28: 15: 9: 6: 4: 3: 2: 2049: 2038: 2035: 2033: 2030: 2028: 2025: 2023: 2020: 2018: 2015: 2014: 2012: 1997: 1994: 1992: 1989: 1987: 1984: 1982: 1979: 1977: 1974: 1972: 1969: 1967: 1964: 1962: 1959: 1957: 1954: 1953: 1951: 1947: 1941: 1938: 1936: 1933: 1931: 1928: 1927: 1925: 1921: 1915: 1912: 1910: 1909:Triangle mesh 1907: 1905: 1902: 1901: 1899: 1897: 1896:Types of mesh 1893: 1889: 1882: 1877: 1875: 1870: 1868: 1863: 1862: 1859: 1853: 1850: 1847: 1844: 1839: 1838: 1833: 1830: 1825: 1820: 1819: 1814: 1811: 1806: 1805: 1793: 1789: 1783: 1769:on 2005-08-29 1768: 1764: 1760: 1753: 1746: 1742: 1739:Colin Smith, 1736: 1734: 1725: 1721: 1716: 1711: 1707: 1703: 1696: 1692: 1682: 1679: 1677: 1674: 1672: 1669: 1667: 1664: 1662: 1659: 1657: 1654: 1651: 1648: 1645: 1642: 1640: 1637: 1635: 1632: 1630: 1627: 1626: 1615: 1613: 1610: 1607: 1605:LAI4D drawing 1604: 1601: 1600: 1596: 1594: 1590: 1587: 1585: 1581: 1578: 1575: 1573: 1570: 1569: 1565: 1563: 1560: 1557: 1554: 1552: 1548: 1547: 1543: 1540: 1538:Jernej Barbič 1537: 1534: 1532: 1529: 1528: 1524: 1520: 1516: 1513: 1510: 1507: 1505: 1502: 1501: 1497: 1495: 1492: 1489: 1486: 1484: 1481: 1480: 1476: 1474: 1471: 1468: 1465: 1462: 1461: 1458: 1456: 1453: 1451: 1448: 1445: 1443: 1440: 1439: 1436: 1434: 1431: 1429: 1426: 1423: 1421: 1418: 1417: 1414: 1411: 1409: 1406: 1403: 1401: 1398: 1397: 1393: 1390: 1388: 1385: 1383:Extensible 3D 1382: 1380: 1377: 1376: 1373: 1370: 1368: 1365: 1362: 1360: 1357: 1356: 1352: 1349: 1347: 1344: 1341: 1339: 1336: 1335: 1331: 1328: 1326: 1323: 1320: 1318: 1315: 1314: 1310: 1306: 1303: 1301: 1298: 1295: 1292: 1290: 1287: 1286: 1282: 1280: 1279:MikuMikuDance 1277: 1274: 1271: 1269: 1266: 1265: 1261: 1258: 1256: 1253: 1250: 1248: 1245: 1244: 1240: 1237: 1235: 1232: 1230:Wavefront OBJ 1229: 1227: 1224: 1223: 1220: 1218: 1215: 1213: 1210: 1207: 1205: 1201: 1198: 1197: 1194: 1192: 1191:Rhinoceros 3D 1189: 1186: 1183: 1181: 1178: 1177: 1173: 1171: 1168: 1166: 1163: 1160: 1158: 1155: 1154: 1150: 1146: 1142: 1138: 1135: 1133: 1132:Khronos Group 1129: 1126: 1123: 1121: 1118: 1117: 1113: 1111: 1108: 1106: 1103: 1100: 1098: 1095: 1094: 1090: 1087: 1085: 1082: 1079: 1077: 1074: 1073: 1069: 1067: 1064: 1062: 1059: 1056: 1054: 1051: 1050: 1046: 1043: 1040: 1038: 1035: 1032: 1031: 1027: 1024: 1021: 1018: 1015: 1014: 1011: 1009: 1005: 1001: 997: 993: 980: 977:Normal meshes 972: 968: 965: 957: 946: 943: 937: 934: 929: 925: 921: 919: 915: 911: 907: 903: 899: 888: 884: 881: 878: 875: 874: 869: 865: 862: 859: 856: 854:Storage size 852: 832: 812: 803:List compare 800:List compare 792: 772: 752: 732: 712: 692: 688: 685: 682: 679: 675: 667: 665: 660: 657: 653: 651: 641: 638: 634: 630: 628: 623: 614: 605: 601: 597: 593: 591: 583: 574: 571: 567: 564: 556: 547: 545: 541: 537: 525: 516: 512: 509:Corner-tables 503: 500: 493: 489: 486: 480:requirements. 478: 475: 468: 464: 458: 448: 444: 440: 436: 432: 428: 427: 422: 419: 412: 408: 404: 396: 392: 388: 379: 375: 371: 367: 359: 354: 350: 346: 342: 341:triangle face 338: 330: 322: 316: 314: 308: 306: 296: 294: 290: 285: 283: 279: 275: 273: 269: 265: 261: 257: 253: 249: 245: 244:Boolean logic 241: 237: 233: 230:The study of 228: 226: 222: 218: 214: 210: 206: 202: 201:triangle mesh 198: 194: 190: 186: 177: 168: 160: 156: 152: 145: 141: 140:triangle mesh 138: 135:Example of a 133: 123: 120: 112: 101: 98: 94: 91: 87: 84: 80: 77: 73: 70: β€“  69: 65: 64:Find sources: 58: 54: 50: 44: 43: 38:This article 36: 32: 27: 26: 22: 1991:Tessellation 1981:Regular grid 1904:Polygon mesh 1903: 1835: 1816: 1782: 1771:. Retrieved 1767:the original 1763:baumgart.org 1762: 1752: 1705: 1701: 1695: 1494:GMsh Project 1455:LightWave 3D 1412:Web Browsers 1391:Web Browsers 1371:Web Browsers 1350:Web Browsers 1170:MicroStation 1148: 1144: 1140: 1139:Stands for " 1101:3ds Max File 1028:Description 992:file formats 989: 986:File formats 970: 938: 930: 926: 922: 917: 913: 909: 905: 902:list compare 901: 897: 895: 876:10 * 5 = 50 760:Pair search 686:Winged-edge 683:Face-vertex 661: 658: 654: 649: 647: 639: 635: 631: 626: 621: 619: 602: 598: 594: 589: 588: 572: 568: 562: 561: 532: 515:triangle fan 456: 446: 434: 424: 406: 390: 378:Phong-shaded 369: 348: 344: 340: 313:triangulated 309: 302: 286: 276: 229: 179: 170: 162: 159:polygon mesh 158: 148: 115: 106: 96: 89: 82: 75: 63: 42:verification 39: 1914:Volume mesh 1661:Polygonizer 1469:RPI SCOREC 1466:SCOREC apf 1019:Format name 1016:File suffix 906:pair search 857:V*avg(V,V) 474:Winged-edge 441:to control 439:weight maps 431:texture map 295:algorithm. 260:ray tracing 2011:Categories 1773:2005-08-29 1687:References 1639:Hypergraph 1300:3D Systems 1275:Yu Higuchi 1184:Rhino File 1066:Blender 3D 1025:Program(s) 677:Operation 405:Generally 223:, or even 189:polyhedral 79:newspapers 19:See also: 1837:MathWorld 1818:MathWorld 1710:CiteSeerX 1487:Gmsh Mesh 1433:CINEMA 4D 1143:borative 829:Explicit 826:Explicit 809:Explicit 806:Explicit 789:Explicit 786:Explicit 769:Explicit 763:Explicit 749:Explicit 743:Explicit 729:Explicit 726:Explicit 700:Explicit 443:animation 435:attribute 407:materials 401:materials 345:quad face 252:smoothing 217:rendering 197:triangles 193:The faces 109:June 2009 49:talk page 1846:OpenMesh 1671:T-spline 1644:Manifold 1623:See also 1593:Paraview 1576:VTK mesh 1541:Vega FEM 1508:OGRE XML 1212:Autodesk 1105:Autodesk 1084:Autodesk 1037:Raw mesh 918:avg(F,V) 914:avg(E,V) 910:avg(V,V) 898:explicit 492:OpenMesh 467:vertices 447:channels 364:surfaces 353:coplanar 299:Elements 191:object. 165:vertices 137:low poly 1949:Related 1923:Methods 1666:Simplex 1584:Kitware 1259:Various 1238:Various 1217:AutoCAD 1110:3ds Max 1088:Various 1044:Various 1041:Unknown 959:loaded. 540:DirectX 518:meshes. 505:meshes. 411:shaders 349:polygon 315:form. 232:polygon 144:dolphin 93:scholar 1712:  1450:NewTek 1296:Format 1147:esign 1053:.blend 1006:, and 834:Flook 544:OpenGL 391:groups 385:groups 319:vertex 282:volume 266:, and 213:n-gons 95:  88:  81:  74:  66:  1612:LAI4D 1504:.mesh 1463:.smb 1428:Maxon 1141:COLLA 351:is a 100:JSTOR 86:books 1602:.l4d 1572:.vtk 1531:.veg 1483:.msh 1473:PUMI 1442:.lwo 1420:.c4d 1359:.wrz 1338:.wrl 1317:.amf 1304:Many 1289:.stl 1268:.pmd 1247:.ply 1226:.obj 1204:.dwg 1200:.dxf 1180:.3dm 1157:.dgn 1120:.dae 1097:.3ds 1076:.fbx 1033:.raw 1008:.stl 1004:.obj 1000:.dae 996:.fbx 814:V-E 794:F-E 774:E-V 754:F-V 734:V-F 714:E-F 694:V-V 664:WSCG 542:and 335:face 327:edge 182:face 178:and 173:edge 157:, a 153:and 72:news 1792:PDF 1790:. 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Index

Wire-frame model

verification
talk page
improve this article
adding citations to reliable sources
"Polygon mesh"
news
newspapers
books
scholar
JSTOR
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low poly
triangle mesh
dolphin
3D computer graphics
solid modeling
polyhedral
The faces
triangles
triangle mesh
quadrilaterals
convex polygons
n-gons
rendering
concave polygons
polygons with holes
polygon

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