Nonobtuse Mesh
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Nonobtuse Mesh
In computer graphics, a nonobtuse triangle mesh is a polygon mesh composed of a set of triangles in which no angle is obtuse, ''i.e.'' greater than 90°. If each (triangle) face angle is strictly less than 90°, then the triangle mesh is said to be acute. Every polygon with n sides has a nonobtuse triangulation with O(n) triangles (expressed in big O notation), allowing some triangle vertices to be added to the sides and interior of the polygon. These nonobtuse triangulations can be further refined to produce acute triangulations with O(n) triangles. Nonobtuse meshes avoid certain problems of nonconvergence or of convergence to the wrong numerical solution as demonstrated by the Schwarz lantern. The immediate benefits of a nonobtuse or acute mesh include more efficient and more accurate geodesic computation using fast marching, and guaranteed validity for planar mesh embeddings via discrete harmonic maps. References {{reflist See also *Triangle mesh In computer graphics, a ...
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Computer Graphics
Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing. It is often abbreviated as CG, or typically in the context of film as computer generated imagery (CGI). The non-artistic aspects of computer graphics are the subject of computer science research. Some topics in computer graphics include user interface design, sprite graphics, rendering, ray tracing, geometry processing, computer animation, vector graphics, 3D modeling, shaders, GPU design, implicit surfaces, visualization, scientific c ...
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Polygon Mesh
In 3D computer graphics and solid modeling, a polygon mesh is a collection of , s and s that defines the shape of a polyhedral object. The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygons ( n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes. The study of polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes may include: Boolean logic ( Constructive solid geometry), smoothing, simplification, and many others. Algorithms also exist for ray tracing, collision detection, and rigid-body dynamics with polygon meshes. If the mesh's edges are rendered instead of the faces, then the model becomes a wireframe model. Volumetric meshes are distinct f ...
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Triangle
A triangle is a polygon with three Edge (geometry), edges and three Vertex (geometry), vertices. It is one of the basic shapes in geometry. A triangle with vertices ''A'', ''B'', and ''C'' is denoted \triangle ABC. In Euclidean geometry, any three points, when non-Collinearity, collinear, determine a unique triangle and simultaneously, a unique Plane (mathematics), plane (i.e. a two-dimensional Euclidean space). In other words, there is only one plane that contains that triangle, and every triangle is contained in some plane. If the entire geometry is only the Euclidean plane, there is only one plane and all triangles are contained in it; however, in higher-dimensional Euclidean spaces, this is no longer true. This article is about triangles in Euclidean geometry, and in particular, the Euclidean plane, except where otherwise noted. Types of triangle The terminology for categorizing triangles is more than two thousand years old, having been defined on the very first page of ...
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Angle
In Euclidean geometry, an angle is the figure formed by two Ray (geometry), rays, called the ''Side (plane geometry), sides'' of the angle, sharing a common endpoint, called the ''vertex (geometry), vertex'' of the angle. Angles formed by two rays lie in the plane (geometry), plane that contains the rays. Angles are also formed by the intersection of two planes. These are called dihedral angles. Two intersecting curves may also define an angle, which is the angle of the rays lying tangent to the respective curves at their point of intersection. ''Angle'' is also used to designate the measurement, measure of an angle or of a Rotation (mathematics), rotation. This measure is the ratio of the length of a arc (geometry), circular arc to its radius. In the case of a geometric angle, the arc is centered at the vertex and delimited by the sides. In the case of a rotation, the arc is centered at the center of the rotation and delimited by any other point and its image by the rotation ...
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Triangle Mesh
In computer graphics, a triangle mesh is a type of polygon mesh. It comprises a set of triangles (typically in three dimensions) that are connected by their common edges or vertices. 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. In many computer graphics applications it is necessary to manage a mesh of triangles. The mesh components are vertices, edges, and triangles. An application might require knowledge of the various connections bet ...
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Polygon
In geometry, a polygon () is a plane figure that is described by a finite number of straight line segments connected to form a closed ''polygonal chain'' (or ''polygonal circuit''). The bounded plane region, the bounding circuit, or the two together, may be called a polygon. The segments of a polygonal circuit are called its '' edges'' or ''sides''. The points where two edges meet are the polygon's '' vertices'' (singular: vertex) or ''corners''. The interior of a solid polygon is sometimes called its ''body''. An ''n''-gon is a polygon with ''n'' sides; for example, a triangle is a 3-gon. A simple polygon is one which does not intersect itself. Mathematicians are often concerned only with the bounding polygonal chains of simple polygons and they often define a polygon accordingly. A polygonal boundary may be allowed to cross over itself, creating star polygons and other self-intersecting polygons. A polygon is a 2-dimensional example of the more general polytope in any number ...
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Big O Notation
Big ''O'' notation is a mathematical notation that describes the limiting behavior of a function when the argument tends towards a particular value or infinity. Big O is a member of a family of notations invented by Paul Bachmann, Edmund Landau, and others, collectively called Bachmann–Landau notation or asymptotic notation. The letter O was chosen by Bachmann to stand for ''Ordnung'', meaning the order of approximation. In computer science, big O notation is used to classify algorithms according to how their run time or space requirements grow as the input size grows. In analytic number theory, big O notation is often used to express a bound on the difference between an arithmetical function and a better understood approximation; a famous example of such a difference is the remainder term in the prime number theorem. Big O notation is also used in many other fields to provide similar estimates. Big O notation characterizes functions according to their growth rates: d ...
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Schwarz Lantern
In mathematics, the Schwarz lantern is a polyhedral approximation to a cylinder, used as a pathological example of the difficulty of defining the area of a smooth (curved) surface as the limit of the areas of polyhedra. It is formed by stacked rings of isosceles triangles, arranged within each ring in the same pattern as an antiprism. The resulting shape can be folded from paper, and is named after mathematician Hermann Schwarz and for its resemblance to a cylindrical paper lantern. It is also known as Schwarz's boot, Schwarz's polyhedron, or the Chinese lantern. As Schwarz showed, for the surface area of a polyhedron to converge to the surface area of a curved surface, it is not sufficient to simply increase the number of rings and the number of isosceles triangles per ring. Depending on the relation of the number of rings to the number of triangles per ring, the area of the lantern can converge to the area of the cylinder, to a limit arbitrarily larger than the area of the ...
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Geodesic
In geometry, a geodesic () is a curve representing in some sense the shortest path ( arc) between two points in a surface, or more generally in a Riemannian manifold. The term also has meaning in any differentiable manifold with a connection. It is a generalization of the notion of a "straight line". The noun '' geodesic'' and the adjective ''geodetic'' come from ''geodesy'', the science of measuring the size and shape of Earth, though many of the underlying principles can be applied to any ellipsoidal geometry. In the original sense, a geodesic was the shortest route between two points on the Earth's surface. For a spherical Earth, it is a segment of a great circle (see also great-circle distance). The term has since been generalized to more abstract mathematical spaces; for example, in graph theory, one might consider a geodesic between two vertices/nodes of a graph. In a Riemannian manifold or submanifold, geodesics are characterised by the property of having vanishin ...
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Fast Marching Method
The fast marching methodJ.A. Sethian. A Fast Marching Level Set Method for Monotonically Advancing Fronts, Proc. Natl. Acad. Sci., 93, 4, pp.1591--1595, 1996/ref> is a numerical method created by James Sethian for solving boundary value problems of the Eikonal equation: : , \nabla u(x), =1/f(x) \text x \in \Omega : u(x) = 0 \text x \in \partial\Omega Typically, such a problem describes the evolution of a closed surface as a function of time u with speed f in the normal direction at a point x on the propagating surface. The speed function is specified, and the time at which the contour crosses a point x is obtained by solving the equation. Alternatively, u(x) can be thought of as the minimum amount of time it would take to reach \partial\Omega starting from the point x. The fast marching method takes advantage of this optimal control interpretation of the problem in order to build a solution outwards starting from the "known information", i.e. the boundary values. The algorithm ...
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Triangle Mesh
In computer graphics, a triangle mesh is a type of polygon mesh. It comprises a set of triangles (typically in three dimensions) that are connected by their common edges or vertices. 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. In many computer graphics applications it is necessary to manage a mesh of triangles. The mesh components are vertices, edges, and triangles. An application might require knowledge of the various connections bet ...
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Computer Graphics Data Structures
A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These programs enable computers to perform a wide range of tasks. A computer system is a nominally complete computer that includes the hardware, operating system (main software), and peripheral equipment needed and used for full operation. This term may also refer to a group of computers that are linked and function together, such as a computer network or computer cluster. A broad range of industrial and consumer products use computers as control systems. Simple special-purpose devices like microwave ovens and remote controls are included, as are factory devices like industrial robots and computer-aided design, as well as general-purpose devices like personal computers and mobile devices like smartphones. Computers power the Internet, which links bil ...
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