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Face-vertex meshes

2015-10-27 10:47 495 查看


Face-vertex meshes




Face-vertex meshes 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.

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 example, every face is required to have exactly 3 vertices. However, this does not mean every vertex has the same number of surrounding faces.

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 resending the vertex data without updating the face connectivity.

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 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.
https://en.wikipedia.org/wiki/Polygon_mesh#Face-vertex_meshes
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