Triangle Mesh
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computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
, a triangle mesh is a
type Type may refer to: Science and technology Computing * Typing, producing text via a keyboard, typewriter, etc. * Data type, collection of values used for computations. * File type * TYPE (DOS command), a command to display contents of a file. * ...
of
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 polyhedron, polyhedral object's surface. It simplifies Rendering (computer graphics), rendering, as in a wire-frame model. The fac ...
. It comprises a set of
triangle A triangle is a polygon with three corners and three sides, one of the basic shapes in geometry. The corners, also called ''vertices'', are zero-dimensional points while the sides connecting them, also called ''edges'', are one-dimension ...
s (typically in
three dimensions In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values (''coordinates'') are required to determine the position of a point. Most commonly, it is the three-di ...
) that are connected by their common edges or vertices. Many
graphics software In computer graphics, graphics software refers to a program or collection of programs that enable a person to manipulate images or models visually on a computer. Computer graphics can be classified into two distinct categories: raster graphics ...
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 between the mesh components. These connections can be managed independently of the actual vertex positions. This document describes a simple data structure that is convenient for managing the connections. This is not the only possible data structure. Many other types exist and have support for various queries about meshes.


Representation

Various methods of storing and working with a mesh in computer memory are possible. With the
OpenGL OpenGL (Open Graphics Library) is a Language-independent specification, cross-language, cross-platform application programming interface (API) for rendering 2D computer graphics, 2D and 3D computer graphics, 3D vector graphics. The API is typic ...
and
DirectX Microsoft DirectX is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Originally, the names of these APIs all began with "Direct" ...
API An application programming interface (API) is a connection between computers or between computer programs. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build ...
s there are two primary ways of passing a triangle mesh to the graphics hardware, triangle strips and index arrays.


Triangle strip

One way of sharing vertex data between triangles is the triangle strip. With strips of triangles each triangle shares one complete edge with one neighbour and another with the next. Another way is the triangle ''fan'' which is a set of connected triangles sharing one central vertex. With these methods vertices are dealt with efficiently resulting in the need to only process N+2 vertices in order to draw N triangles. Triangle strips are efficient, however the drawback is that it may not be obvious how or convenient to translate an arbitrary triangle mesh into strips.


The Data Structure

The data structure representing the mesh provides support for two basic operations: inserting triangles and removing triangles. It also supports an edge collapse operation that is useful in triangle decimation schemes. The structure provides no support for the vertex positions, but it does assume that each vertex is assigned a unique integer identifier, typically the index of that vertex in an array of contiguous vertex positions. A mesh vertex is defined by a single integer and is denoted by hvi. A mesh edge is defined by a pair of integers hv0,v1i, each integer corresponding to an end point of the edge. To support edge maps, the edges are stored so that v0 = min(v0,v1). A triangle component is defined by a triple of integers hv0,v1,v2i, each integer corresponding to a vertex of the triangle. To support triangle maps, the triangles are stored so that v0 = min(v0,v1,v2). Observe that hv0,v1,v2i and hv0,v2,v1i are treated as different triangles. An application requiring double–sided triangles must insert both triples into the data structure. For the sake of avoiding constant reminders about order of indices, in the remainder of the document the pair/triple information does not imply the vertices are ordering in any way (although the implementation does handle the ordering). Connectivity between the components is completely determined by the set of triples representing the triangles. A triangle t = hv0,v1,v2i has vertices v0, v1, and v2. It has edges e0 = hv0,v1i, e1 = hv1,v2i, and e2 = hv2,v0i. The inverse connections are also known. Vertex v0 is adjacent to edges e0 and e2 and to triangle t. Vertex v1 is adjacent to edges e0 and e1 and to triangle t. Vertex v2 is adjacent to edges e1 and e2 and to triangle t. All three edges e0, e1, and e2 are adjacent to t. How much of this information a data structure stores is dependent on the needs of an application. Moreover, the application might want to have additional information stored at the components. The information stored at a vertex, edge, or triangle is referred to as the vertex attribute, edge attribute, or triangle attribute. The abstract representations of these for the simple data structure described here are
Vertex = ; // v
Edge = ; // v0, v1
Triangle ; // v0, v1, v2
VData = ;
EData = ;
TData = ;
VAttribute = ,set>; // data, eset, tset
EAttribute = >; // data, tset
TAttribute = ; // data
VPair = pair;
EPair = pair;
TPair = pair;
VMap = map;
EMap = map;
TMap = map;
Mesh = ; // vmap, emap, tmap
The maps support the standard insertion and removal functions for a hash table. Insertion occurs only if the item does not already exist. Removal occurs only if the item does exist.


Edge collapse

This operation involves identifying an edge hvk, vti where vk is called the keep vertex and vt is called the throw vertex. The triangles that share this edge are removed from the mesh. The vertex vt is also removed from the mesh. Any triangles that shared vt have that vertex replaced by vk. Figure 1 shows a triangle mesh and a sequence of three edge collapses applied to the mesh.


Index array

With index arrays, a mesh is represented by two separate arrays, one array holding the vertices, and another holding sets of three indices into that array which define a triangle. 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 glDrawElements() primitive when using Vertex Buffer Object (VBO). With this method, any arbitrary set of triangles sharing any arbitrary number of vertices can be stored, manipulated, and passed to the graphics API, without any intermediary processing.


References


See also

*
Hypergraph In mathematics, a hypergraph is a generalization of a Graph (discrete mathematics), graph in which an graph theory, edge can join any number of vertex (graph theory), vertices. In contrast, in an ordinary graph, an edge connects exactly two vert ...
* Möller-Trumbore algorithm for ray-triangle intersection * Nonobtuse mesh *
Nonuniform rational B-spline Non-uniform rational basis spline (NURBS) is a mathematical model using basis splines (B-splines) that is commonly used in computer graphics for representing curves and surfaces. It offers great flexibility and precision for handling both analy ...
*
Point cloud A point cloud is a discrete set of data Point (geometry), points in space. The points may represent a 3D shape or object. Each point Position (geometry), position has its set of Cartesian coordinates (X, Y, Z). Points may contain data other than ...
*
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 polyhedron, polyhedral object's surface. It simplifies Rendering (computer graphics), rendering, as in a wire-frame model. The fac ...
*
Triangulation (topology) In mathematics, triangulation describes the replacement of topological spaces with simplicial complexes by the choice of an appropriate homeomorphism. A space that admits such a homeomorphism is called a triangulable space. Triangulations can ...
*
Triangulation (geometry) In geometry, a triangulation is a subdivision of a plane (geometry), planar object into triangles, and by extension the subdivision of a higher-dimension geometric object into simplex, simplices. Triangulations of a three-dimensional volume would ...
**
Delaunay triangulation In computational geometry, a Delaunay triangulation or Delone triangulation of a set of points in the plane subdivides their convex hull into triangles whose circumcircles do not contain any of the points; that is, each circumcircle has its gen ...
**
Triangulated irregular network In computer graphics, a triangulated irregular network (TIN) is a representation of a continuous surface consisting entirely of triangular facets (a triangle mesh), used mainly as Discrete Global Grid in primary elevation modeling. The verti ...
Computer graphics data structures 3D computer graphics Geometry processing Mesh generation Triangulation (geometry) {{Compu-graphics-stub