O'Reilly logo

Hughes/Computer Graphics, 3/E by Steven K. Feiner, Andries van Dam, John F. Hughes, Morgan McGuire, David F. Sklar, James D. Foley, Kurt Akeley

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 25. Meshes

25.1. Introduction

Back in Chapter 8, we introduced meshes as a way to represent shapes in computer graphics. We now return to examine meshes in more detail, because they dominate present-day graphics. The vertex-and-face-tables model we introduced in Chapter 8 is widely used to represent triangle meshes, which are almost universally used in hardware rendering, because triangles are automatically convex and planar and there’s only one possible way to linearly interpolate values at the three vertices of a triangle. Quad meshes, in which each face has four vertices, are also interesting in various situations. Indexing a regular planar quad mesh is very simple compared to indexing a regular planar triangle mesh, for instance. ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required