In computer graphics applications, three-dimensional models are almost always represented using polygonal meshes. A mesh in its simplest form consists of a set of vertices, polygons, and optionally a number of additional vertex and polygonal attributes. The complexity of a mesh can vary from low to very high depending on requirements such as rendering quality, speed and resolution. A wide spectrum of mesh processing algorithms is used by graphics and game developers for a variety of applications such as generating, simplifying, smoothing, remapping and transforming meshes. Several types of data structures and file formats are also used to store mesh data.
This chapter discusses the geometrical and topological aspects related to three-dimensional meshes and their processing. It also presents important data structures and algorithms used for operations such as mesh simplification, mesh subdivision, planar embedding, and polygon triangulation.
KeywordsManifold Hull Sorting Editing Onic
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