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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. [citation needed] In many computer graphics applications it is necessary to manage a mesh of triangles. The mesh components are vertices, edges ...
Model size License Comments Stanford bunny: 1993-94 [11] Greg Turk, Marc Levoy at Stanford University: Ceramic rabbit [12] 69,451 triangles [11] Figurine of unknown authorship and licensing status, scan itself released under a two-clause BSD license. A test of range scanning physical objects. Originally .ply file. Stanford dragon: 1996 [11 ...
Set of connected triangles described by vertices A through F. A triangle fan is a primitive in 3D computer graphics that saves on storage and processing time. It describes a set of connected triangles that share one central vertex (unlike the triangle strip that connects the next vertex point to the last two used vertices to form a triangle), possibly within a triangle mesh.
The basic object used in mesh modeling is a vertex, a point in three-dimensional space.Two vertices connected by a straight line become an edge.Three vertices, connected to each other by three edges, define a triangle, which is the simplest polygon in Euclidean space.
Flipping involves combining two triangles to form a quadrilateral, then splitting the quadrilateral in the other direction to produce two new triangles. Flipping is used to improve quality measures of a triangle such as skewness. Mesh smoothing enhances element shapes and overall mesh quality by adjusting the location of mesh vertices.
The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygons . A polygonal mesh 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 ...
3D models are most often represented as triangulated polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through tessellation . Attributes from the vertices are typically interpolated across mesh surfaces.
In computer graphics, a triangle strip is a subset of triangles in a triangle mesh with shared vertices, and is a more memory-efficient method of storing information about the mesh. They are more efficient than un-indexed lists of triangles, but usually equally fast or slower than indexed triangle lists.