Topological Data Structure for Computer Graphics
Abstract
This research is motivated by the following well-known contradiction. In computer-aided design or modeling tasks, we generally represent surfaces using edge-based data structures as winged edge [Bau75], half-edge [MP78] [CP98], or quad-edge [GS85]. In contrast, real-time computer graphics represents surfaces with face-vertex meshes, since for surface rendering, there is no need for the explicit representation of edges. In this research we introduce a novel data structure for representation of triangle meshes. Our representation is based on the concept of face-vertex meshes with adjacencies, but we use some extra information and new ideas that greatly simplify the implementation of algorithms.
BibTeX
@inproceedings {10.2312:egp.20241044,
booktitle = {Eurographics 2024 - Posters},
editor = {Liu, Lingjie and Averkiou, Melinos},
title = {{Topological Data Structure for Computer Graphics}},
author = {Fábián, Gábor},
year = {2024},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-239-4},
DOI = {10.2312/egp.20241044}
}
booktitle = {Eurographics 2024 - Posters},
editor = {Liu, Lingjie and Averkiou, Melinos},
title = {{Topological Data Structure for Computer Graphics}},
author = {Fábián, Gábor},
year = {2024},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
ISBN = {978-3-03868-239-4},
DOI = {10.2312/egp.20241044}
}
Collections
Except where otherwise noted, this item's license is described as Attribution 4.0 International License
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