Show simple item record

dc.contributor.authorFábián, Gáboren_US
dc.contributor.editorLiu, Lingjieen_US
dc.contributor.editorAverkiou, Melinosen_US
dc.date.accessioned2024-04-16T15:29:27Z
dc.date.available2024-04-16T15:29:27Z
dc.date.issued2024
dc.identifier.isbn978-3-03868-239-4
dc.identifier.issn1017-4656
dc.identifier.urihttps://doi.org/10.2312/egp.20241044
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egp20241044
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.titleTopological Data Structure for Computer Graphicsen_US
dc.description.seriesinformationEurographics 2024 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/egp.20241044
dc.identifier.pages2 pages


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License