dc.contributor.author | Fábián, Gábor | en_US |
dc.contributor.editor | Liu, Lingjie | en_US |
dc.contributor.editor | Averkiou, Melinos | en_US |
dc.date.accessioned | 2024-04-16T15:29:27Z | |
dc.date.available | 2024-04-16T15:29:27Z | |
dc.date.issued | 2024 | |
dc.identifier.isbn | 978-3-03868-239-4 | |
dc.identifier.issn | 1017-4656 | |
dc.identifier.uri | https://doi.org/10.2312/egp.20241044 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/egp20241044 | |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling | |
dc.subject | I.3.5 [Computer Graphics] | |
dc.subject | Computational Geometry and Object Modeling | |
dc.title | Topological Data Structure for Computer Graphics | en_US |
dc.description.seriesinformation | Eurographics 2024 - Posters | |
dc.description.sectionheaders | Posters | |
dc.identifier.doi | 10.2312/egp.20241044 | |
dc.identifier.pages | 2 pages | |