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Published byBonnie Stewart Modified over 9 years ago
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Polygon Modelling
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3D Representation Wire frame NURBS surface Solid Voxel Mesh
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Polygon mesh Any polygon mesh can be convert to triangle mesh Can be rendered directly by graphic hardware Easy to compute One format, all geometries
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Facets and vectors
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Normal vector a facet determine its ‘direction’ Normals point to the OUTSIDE Most rendering software has ‘render back- face’ option For facets without normal vector, direction determine by Right-hand rule
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Euler Equation V – E + F = 2 V – Vertex E – Edge F – Face Polygon body must satisfy this relation Try it on a cube
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Features
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Edges, holes, and genii Boundary edge – edge bounded by a single triangle Hole – closed polygon of boundary edges Genus – ‘donuts’ of an object Physical object has neither boundary edge or hole Most mesh formats has no build in check for errors Similar to bitmap VS vector
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Manifold Polygon models with holes or naked edges The model is not ‘water-tight’ or ‘leaky’ Will not satisfy Euler Equation OK for architectural, animation, etc. Not acceptable for RP
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Curve approximation
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Polygon models usually are only close APPROXIMATION of physical object The flatter, the more accurate The more facets, the better
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File Size Implication File size directly proportional to number of facet Not related to physical size Related to curvy/flat surface ratio Related to number of small features Related to resolution setting
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Computation efficiency Use native polygon model: eg. 3D Studio Maintain internal polygon model for rendering: eg. Rhinoceros Meshes are also used for scientific calculation Hardware accelerated real-time smoothing makes high quality renderings with coarse models
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Tessellation Also called Triangulation or Polygonization Conversion of NURBS surface or solid model to polygon surface
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The Large Carriage, by Xavier Veilhan, Jean Nouvel & Renzo Piano, by Xavier Veilhan,
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Applications Rapid prototyping Digital sculpting Rendering and Game Design collaboration
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