Polygon Modelling
3D Representation
Wire frame
NURBS surface
Solid
Voxel
Mesh
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
Facets and vectors
Facets and vectors
Normal vector a facet determine its
‘direction’
Normals point to the OUTSIDE
Most rendering software has ‘render backface’ option
For facets without normal vector, direction
determine by Right-hand rule
Euler Equation
V – E + F = 2
V – Vertex
E – Edge
F – Face
Polygon body must satisfy this relation
Try it on a cube
Features
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
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
Curve approximation
Curve approximation
Polygon models usually are only close
APPROXIMATION of physical object
The flatter, the more accurate
The more facets, the better
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
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
Tessellation
Also called Triangulation or Polygonization
Conversion of NURBS surface or solid
model to polygon surface
The Large Carriage, by Xavier Veilhan,
Jean Nouvel & Renzo Piano, by Xavier Veilhan,
Applications
Rapid prototyping
Digital sculpting
Rendering and Game
Design collaboration