Knowledge (XXG)

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.
1959: 1933: 1905: 1663:(a technique for adding detail to a polygon mesh) 1619:Laboratory of Artificial Intelligence for Design 545:triangles than general polygons, especially in 408:or separate actors for non-skeletal animation. 882:Example with 10 vertices, 16 faces, 24 edges: 1883: 1746: 1744: 577:edges and faces are not easily accomplished. 448:information such as colour, tangent vectors, 269:, and many others. Algorithms also exist for 230:, but may also be more generally composed of 8: 434:Most mesh formats also support some form of 1890: 1876: 1868: 1859:open source half-edge mesh representation. 1023: 1724: 130:Learn how and when to remove this message 1657:(a mesh can be manifold or non-manifold) 684: 249:(specifically 3D computer graphics) and 141: 58:Relevant discussion may be found on the 1703: 794:V β†’ f1, f2, f3, ... β†’ v1, v2, v3, ... 720:V β†’ e1, e2, e3, ... β†’ v1, v2, v3, ... 717:V β†’ e1, e2, e3, ... β†’ v1, v2, v3, ... 714:V β†’ f1, f2, f3, ... β†’ v1, v2, v3, ... 651:See Baumgart (1975) for more details. 1770:"Use of Polyhedra in computer vision" 864: 7: 68:adding citations to reliable sources 27:Set of polygons to define a 3D model 1536:data in separate file (.skeleton). 1332:Additive Manufacturing File Format 350:A closed set of edges, in which a 342:A connection between two vertices. 25: 2038:Computer graphics data structures 1353:Virtual Reality Modeling Language 777:V β†’ e1, e2, e3 β†’ f1, f2, f3, ... 1135:Digital Asset Exchange (COLLADA) 1081:Open source, binary-only format 791:V β†’ {v,v1}, {v,v2}, {v,v3}, ... 631:Introduced by Baumgart in 1975, 314: 40: 1863:Polygon Mesh Processing Library 731:F(a,b,c) β†’ {a,b}, {b,c}, {a,c} 245:meshes is a large sub-field of 51:needs additional citations for 1713:ACM SIGGRAPH Computer Graphics 1198:Robert McNeel & Associates 848:Find face with given vertices 681:Summary of mesh representation 569:Figure 2. Vertex-vertex meshes 456:, etc (sometimes also called 1: 1987:Principles of Grid Generation 860:Set intersection of v1,v2,v3 857:Set intersection of v1,v2,v3 854:Set intersection of v1,v2,v3 673:See Tobler & Maierhofer ( 859: 856: 853: 850: 847: 844: 839: 836: 833: 830: 827: 824: 819: 816: 813: 810: 807: 804: 799: 796: 793: 790: 787: 784: 779: 776: 773: 770: 767: 764: 759: 756: 753: 750: 747: 744: 739: 736: 733: 730: 727: 724: 719: 716: 713: 710: 707: 704: 627:Figure 4. Winged-edge meshes 596:Figure 3. Face-vertex meshes 198:that defines the shape of a 1139:Sony Computer Entertainment 1001:There exist many different 708:All vertices around vertex 259:Constructive solid geometry 2064: 1776:. May 1975. Archived from 1364:ISO Standard 14772-1:1997 788:All edges around a vertex 768:All faces around a vertex 400:Some mesh formats contain 298:Several methods exist for 29: 1797:Tobler & Maierhofer, 1546:Vega FEM tetrahedral mesh 900: 896:6*16 + 4*24 + 10*5 = 242 893:3*16 + 8*24 + 10*5 = 290 881: 828:Both vertices of an edge 757:F β†’ e1, e2, e3 β†’ a, b, c 687: 226:), since this simplifies 218:(quads), or other simple 1946:Parallel mesh generation 1687:Triangulation (geometry) 1457:LightWave 3D object File 1283:Polygon Movie Maker data 944:connectivity information 734:F β†’ {a,b}, {b,c}, {a,c} 677:2006) for more details. 1967:Chew's second algorithm 1640:Boundary representation 1219:Drawing Exchange Format 748:All vertices of a face 354:has three edges, and a 1530:Morph target animation 1245:Wavefront Technologies 808:Both faces of an edge 628: 597: 570: 547:computational geometry 157: 1951:Stretched grid method 1522:OGRE Development Team 1415:X3D Compressed Binary 1411:.x3dz, .x3dbz, .x3dvz 960:Other representations 877:6F + 4E + V*avg(E,V) 874:3F + 8E + V*avg(E,V) 655:Render dynamic meshes 626: 595: 568: 145: 2028:3D computer graphics 1824:"Simplicial complex" 907:In the above table, 728:All edges of a face 574:Vertex-vertex meshes 561:Vertex-vertex meshes 533:Vertex-vertex meshes 162:3D computer graphics 64:improve this article 2048:Geometry processing 1997:Ruppert's algorithm 1982:Marching tetrahedra 1972:Image-based meshing 1941:Laplacian smoothing 1735:10.1145/37402.37422 1266:Stanford University 1262:Polygon File Format 1091:Autodesk FBX Format 1068:Blender File Format 956:is not of concern. 953:real-time rendering 942:Figure 7 shows the 851:F(a,b,c) β†’ {a,b,c} 751:F(a,b,c) β†’ {a,b,c} 661:render dynamic mesh 279:rigid-body dynamics 275:collision detection 236:polygons with holes 206:usually consist of 172:is a collection of 1840:Weisstein, Eric W. 1821:Weisstein, Eric W. 1534:Skeletal animation 1390:.x3d, .x3db, .x3dv 1336:ASTM International 1072:Blender Foundation 975:Progressive meshes 939:indices properly. 633:winged-edge meshes 629: 619:Winged-edge meshes 601:Face-vertex meshes 598: 588:Face-vertex meshes 571: 472:Face-vertex meshes 406:skeletal animation 379:More often called 358:has four edges. A 251:geometric modeling 158: 2015: 2014: 2007:Unstructured grid 1631: 1630: 1305:Stereolithography 1273:Binary and ASCII 1172:MicroStation File 905: 904: 890:3*16 + 10*5 = 98 476:A simple list of 369:unstructured grid 289:Volumetric meshes 247:computer graphics 140: 139: 132: 114: 16:(Redirected from 2055: 1892: 1885: 1878: 1869: 1853: 1852: 1834: 1833: 1806: 1795: 1789: 1788: 1786: 1785: 1765: 1759: 1748: 1739: 1738: 1728: 1708: 1692:Wire-frame model 1667:Polygon modeling 1661:Mesh subdivision 1419:Web3D Consortium 1398:Web3D Consortium 1378:Web3D Consortium 1357:Web3D Consortium 1024: 982:streaming meshes 965:Streaming meshes 871:3F + V*avg(F,V) 685: 638:Graphics Gems II 540: 510:Quad-edge meshes 496:Half-edge meshes 381:smoothing groups 318: 302:, including the 232:concave polygons 195: 194: 186: 185: 178: 177: 135: 128: 124: 121: 115: 113: 72: 44: 36: 32:Wire-frame model 21: 2063: 2062: 2058: 2057: 2056: 2054: 2053: 2052: 2043:Mesh generation 2033:Virtual reality 2018: 2017: 2016: 2011: 1955: 1929: 1901: 1899:Mesh generation 1896: 1843:"Triangulation" 1838: 1837: 1819: 1818: 1815: 1810: 1809: 1796: 1792: 1783: 1781: 1768: 1766: 1762: 1749: 1742: 1710: 1709: 1705: 1700: 1636: 1569:Oleg Melashenko 1525:OGRE, purebasic 1501:GMsh Developers 1374:VRML Compressed 1176:Bentley Systems 1033:Organization(s) 999: 989: 977: 966: 962: 834:E(a,b) β†’ {a,b} 831:E(a,b) β†’ {a,b} 700:Render dynamic 683: 657: 621: 590: 563: 538: 534: 521: 512: 498: 487: 473: 466: 464:Representations 431: 424:when rendered. 413: 397: 385:surface normals 376: 347: 339: 331: 312: 300:mesh generation 283:wireframe model 220:convex polygons 192: 191: 183: 182: 175: 174: 153:representing a 136: 125: 119: 116: 73: 71: 57: 45: 34: 28: 23: 22: 15: 12: 11: 5: 2061: 2059: 2051: 2050: 2045: 2040: 2035: 2030: 2020: 2019: 2013: 2012: 2010: 2009: 2004: 1999: 1994: 1989: 1984: 1979: 1977:Marching cubes 1974: 1969: 1963: 1961: 1957: 1956: 1954: 1953: 1948: 1943: 1937: 1935: 1931: 1930: 1928: 1927: 1922: 1917: 1911: 1909: 1903: 1902: 1897: 1895: 1894: 1887: 1880: 1872: 1866: 1865: 1860: 1854: 1835: 1814: 1813:External links 1811: 1808: 1807: 1790: 1760: 1740: 1726:10.1.1.545.613 1719:(4): 163–169. 1702: 1701: 1699: 1696: 1695: 1694: 1689: 1684: 1679: 1674: 1669: 1664: 1658: 1652: 1647: 1645:Euler operator 1642: 1635: 1632: 1629: 1628: 1625: 1620: 1617: 1614: 1610: 1609: 1606: 1597: 1588: 1585: 1579: 1578: 1575: 1573:Zanoza Modeler 1570: 1567: 1564: 1557: 1556: 1553: 1550: 1547: 1544: 1538: 1537: 1532:(blendshape). 1526: 1523: 1520: 1517: 1511: 1510: 1507: 1502: 1499: 1496: 1490: 1489: 1486: 1481: 1478: 1475: 1471: 1470: 1468: 1463: 1458: 1455: 1449: 1448: 1446: 1441: 1436: 1435:Cinema 4D File 1433: 1427: 1426: 1424: 1421: 1416: 1413: 1407: 1406: 1403: 1400: 1395: 1392: 1386: 1385: 1383: 1380: 1375: 1372: 1366: 1365: 1362: 1359: 1354: 1351: 1345: 1344: 1341: 1338: 1333: 1330: 1324: 1323: 1316: 1313: 1308: 1302: 1296: 1295: 1292: 1287: 1284: 1281: 1275: 1274: 1271: 1268: 1263: 1260: 1254: 1253: 1250: 1247: 1242: 1239: 1233: 1232: 1230: 1225: 1220: 1217: 1207: 1206: 1204: 1199: 1196: 1193: 1187: 1186: 1183: 1178: 1173: 1170: 1164: 1163: 1148: 1145: 1136: 1133: 1127: 1126: 1123: 1118: 1113: 1110: 1104: 1103: 1100: 1097: 1092: 1089: 1083: 1082: 1079: 1074: 1069: 1066: 1060: 1059: 1056: 1053: 1050: 1045: 1041: 1040: 1037: 1034: 1031: 1028: 998: 995: 994: 990: 987: 985: 978: 973: 971: 967: 964: 961: 958: 903: 902: 898: 897: 894: 891: 888: 884: 883: 879: 878: 875: 872: 869: 866: 862: 861: 858: 855: 852: 849: 846: 842: 841: 838: 835: 832: 829: 826: 822: 821: 818: 815: 812: 809: 806: 802: 801: 798: 795: 792: 789: 786: 782: 781: 778: 775: 772: 769: 766: 762: 761: 758: 755: 752: 749: 746: 742: 741: 738: 735: 732: 729: 726: 722: 721: 718: 715: 712: 709: 706: 702: 701: 698: 695: 692: 691:Vertex-vertex 689: 682: 679: 656: 653: 620: 617: 589: 586: 562: 559: 542: 535: 532: 530: 522: 519: 517: 513: 508: 506: 499: 494: 492: 488: 483: 481: 474: 471: 465: 462: 461: 437:UV coordinates 432: 429:UV coordinates 427: 425: 414: 411: 409: 398: 395: 393: 377: 374: 372: 348: 345: 343: 340: 337: 335: 332: 329: 311: 308: 304:marching cubes 267:simplification 216:quadrilaterals 166:solid modeling 138: 137: 79:"Polygon mesh" 62:. Please help 48: 46: 39: 26: 24: 18:Polygonal mesh 14: 13: 10: 9: 6: 4: 3: 2: 2060: 2049: 2046: 2044: 2041: 2039: 2036: 2034: 2031: 2029: 2026: 2025: 2023: 2008: 2005: 2003: 2000: 1998: 1995: 1993: 1990: 1988: 1985: 1983: 1980: 1978: 1975: 1973: 1970: 1968: 1965: 1964: 1962: 1958: 1952: 1949: 1947: 1944: 1942: 1939: 1938: 1936: 1932: 1926: 1923: 1921: 1920:Triangle mesh 1918: 1916: 1913: 1912: 1910: 1908: 1907:Types of mesh 1904: 1900: 1893: 1888: 1886: 1881: 1879: 1874: 1873: 1870: 1864: 1861: 1858: 1855: 1850: 1849: 1844: 1841: 1836: 1831: 1830: 1825: 1822: 1817: 1816: 1812: 1804: 1800: 1794: 1791: 1780:on 2005-08-29 1779: 1775: 1771: 1764: 1761: 1757: 1753: 1750:Colin Smith, 1747: 1745: 1741: 1736: 1732: 1727: 1722: 1718: 1714: 1707: 1704: 1697: 1693: 1690: 1688: 1685: 1683: 1680: 1678: 1675: 1673: 1670: 1668: 1665: 1662: 1659: 1656: 1653: 1651: 1648: 1646: 1643: 1641: 1638: 1637: 1633: 1626: 1624: 1621: 1618: 1616:LAI4D drawing 1615: 1612: 1611: 1607: 1605: 1601: 1598: 1596: 1592: 1589: 1586: 1584: 1581: 1580: 1576: 1574: 1571: 1568: 1565: 1563: 1559: 1558: 1554: 1551: 1549:Jernej Barbič 1548: 1545: 1543: 1540: 1539: 1535: 1531: 1527: 1524: 1521: 1518: 1516: 1513: 1512: 1508: 1506: 1503: 1500: 1497: 1495: 1492: 1491: 1487: 1485: 1482: 1479: 1476: 1473: 1472: 1469: 1467: 1464: 1462: 1459: 1456: 1454: 1451: 1450: 1447: 1445: 1442: 1440: 1437: 1434: 1432: 1429: 1428: 1425: 1422: 1420: 1417: 1414: 1412: 1409: 1408: 1404: 1401: 1399: 1396: 1394:Extensible 3D 1393: 1391: 1388: 1387: 1384: 1381: 1379: 1376: 1373: 1371: 1368: 1367: 1363: 1360: 1358: 1355: 1352: 1350: 1347: 1346: 1342: 1339: 1337: 1334: 1331: 1329: 1326: 1325: 1321: 1317: 1314: 1312: 1309: 1306: 1303: 1301: 1298: 1297: 1293: 1291: 1290:MikuMikuDance 1288: 1285: 1282: 1280: 1277: 1276: 1272: 1269: 1267: 1264: 1261: 1259: 1256: 1255: 1251: 1248: 1246: 1243: 1241:Wavefront OBJ 1240: 1238: 1235: 1234: 1231: 1229: 1226: 1224: 1221: 1218: 1216: 1212: 1209: 1208: 1205: 1203: 1202:Rhinoceros 3D 1200: 1197: 1194: 1192: 1189: 1188: 1184: 1182: 1179: 1177: 1174: 1171: 1169: 1166: 1165: 1161: 1157: 1153: 1149: 1146: 1144: 1143:Khronos Group 1140: 1137: 1134: 1132: 1129: 1128: 1124: 1122: 1119: 1117: 1114: 1111: 1109: 1106: 1105: 1101: 1098: 1096: 1093: 1090: 1088: 1085: 1084: 1080: 1078: 1075: 1073: 1070: 1067: 1065: 1062: 1061: 1057: 1054: 1051: 1049: 1046: 1043: 1042: 1038: 1035: 1032: 1029: 1026: 1025: 1022: 1020: 1016: 1012: 1008: 1004: 996: 991: 988:Normal meshes 986: 983: 979: 976: 972: 968: 963: 959: 957: 954: 948: 945: 940: 936: 932: 930: 926: 922: 918: 914: 910: 899: 895: 892: 889: 886: 885: 880: 876: 873: 870: 867: 865:Storage size 863: 843: 823: 814:List compare 811:List compare 803: 783: 763: 743: 723: 703: 699: 696: 693: 690: 686: 680: 678: 676: 671: 668: 664: 662: 654: 652: 649: 645: 641: 639: 634: 625: 618: 616: 612: 608: 604: 602: 594: 587: 585: 582: 578: 575: 567: 560: 558: 556: 552: 548: 536: 531: 527: 523: 520:Corner-tables 518: 514: 511: 507: 504: 500: 497: 493: 491:requirements. 489: 486: 482: 479: 475: 470: 469: 463: 459: 455: 451: 447: 443: 439: 438: 433: 430: 426: 423: 419: 415: 410: 407: 403: 399: 394: 390: 386: 382: 378: 373: 370: 365: 361: 357: 353: 352:triangle face 349: 344: 341: 336: 333: 328: 327: 325: 319: 317: 309: 307: 305: 301: 296: 294: 290: 286: 284: 280: 276: 272: 268: 264: 260: 256: 255:Boolean logic 252: 248: 244: 241:The study of 239: 237: 233: 229: 225: 221: 217: 213: 212:triangle mesh 209: 205: 201: 197: 188: 179: 171: 167: 163: 156: 152: 151:triangle mesh 149: 146:Example of a 144: 134: 131: 123: 112: 109: 105: 102: 98: 95: 91: 88: 84: 81: β€“  80: 76: 75:Find sources: 69: 65: 61: 55: 54: 49:This article 47: 43: 38: 37: 33: 19: 2002:Tessellation 1992:Regular grid 1915:Polygon mesh 1914: 1846: 1827: 1793: 1782:. Retrieved 1778:the original 1774:baumgart.org 1773: 1763: 1716: 1712: 1706: 1505:GMsh Project 1466:LightWave 3D 1423:Web Browsers 1402:Web Browsers 1382:Web Browsers 1361:Web Browsers 1181:MicroStation 1159: 1155: 1151: 1150:Stands for " 1112:3ds Max File 1039:Description 1003:file formats 1000: 997:File formats 981: 949: 941: 937: 933: 928: 924: 920: 916: 913:list compare 912: 908: 906: 887:10 * 5 = 50 771:Pair search 697:Winged-edge 694:Face-vertex 672: 669: 665: 660: 658: 650: 646: 642: 637: 632: 630: 613: 609: 605: 600: 599: 583: 579: 573: 572: 543: 526:triangle fan 467: 457: 445: 435: 417: 401: 389:Phong-shaded 380: 359: 355: 351: 324:triangulated 320: 313: 297: 287: 240: 190: 181: 173: 170:polygon mesh 169: 159: 126: 117: 107: 100: 93: 86: 74: 53:verification 50: 1925:Volume mesh 1672:Polygonizer 1480:RPI SCOREC 1477:SCOREC apf 1030:Format name 1027:File suffix 917:pair search 868:V*avg(V,V) 485:Winged-edge 452:to control 450:weight maps 442:texture map 306:algorithm. 271:ray tracing 2022:Categories 1784:2005-08-29 1698:References 1650:Hypergraph 1311:3D Systems 1286:Yu Higuchi 1195:Rhino File 1077:Blender 3D 1036:Program(s) 688:Operation 416:Generally 234:, or even 200:polyhedral 90:newspapers 30:See also: 1848:MathWorld 1829:MathWorld 1721:CiteSeerX 1498:Gmsh Mesh 1444:CINEMA 4D 1154:borative 840:Explicit 837:Explicit 820:Explicit 817:Explicit 800:Explicit 797:Explicit 780:Explicit 774:Explicit 760:Explicit 754:Explicit 740:Explicit 737:Explicit 711:Explicit 454:animation 446:attribute 418:materials 412:materials 356:quad face 263:smoothing 228:rendering 208:triangles 204:The faces 120:June 2009 60:talk page 1857:OpenMesh 1682:T-spline 1655:Manifold 1634:See also 1604:Paraview 1587:VTK mesh 1552:Vega FEM 1519:OGRE XML 1223:Autodesk 1116:Autodesk 1095:Autodesk 1048:Raw mesh 929:avg(F,V) 925:avg(E,V) 921:avg(V,V) 909:explicit 503:OpenMesh 478:vertices 458:channels 375:surfaces 364:coplanar 310:Elements 202:object. 176:vertices 148:low poly 1960:Related 1934:Methods 1677:Simplex 1595:Kitware 1270:Various 1249:Various 1228:AutoCAD 1121:3ds Max 1099:Various 1055:Various 1052:Unknown 970:loaded. 551:DirectX 529:meshes. 516:meshes. 422:shaders 360:polygon 326:form. 243:polygon 155:dolphin 104:scholar 1723:  1461:NewTek 1307:Format 1158:esign 1064:.blend 1017:, and 845:Flook 555:OpenGL 402:groups 396:groups 330:vertex 293:volume 277:, and 224:n-gons 106:  99:  92:  85:  77:  1623:LAI4D 1515:.mesh 1474:.smb 1439:Maxon 1152:COLLA 362:is a 111:JSTOR 97:books 1613:.l4d 1583:.vtk 1542:.veg 1494:.msh 1484:PUMI 1453:.lwo 1431:.c4d 1370:.wrz 1349:.wrl 1328:.amf 1315:Many 1300:.stl 1279:.pmd 1258:.ply 1237:.obj 1215:.dwg 1211:.dxf 1191:.3dm 1168:.dgn 1131:.dae 1108:.3ds 1087:.fbx 1044:.raw 1019:.stl 1015:.obj 1011:.dae 1007:.fbx 825:V-E 805:F-E 785:E-V 765:F-V 745:V-F 725:E-F 705:V-V 675:WSCG 553:and 346:face 338:edge 193:face 189:and 184:edge 168:, a 164:and 83:news 1803:PDF 1801:. 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Index

Polygonal mesh
Wire-frame model

verification
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improve this article
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"Polygon mesh"
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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

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