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What is a polygon mesh?

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(1)

Polygon Meshes

Siddhartha Chaudhuri http://www.cse.iitb.ac.in/~cs749

Kyle McDonald Saab

(2)

What is a polygon mesh?

Like a point cloud, it is a discrete sampling of a surface

... but, it adds simple polygons (no holes or self- intersections) as linear (flat) approximations of local regions of the actual underlying surface

(3)

What is a polygon mesh?

Like a point cloud, it is a discrete sampling of a surface

... but, it adds simple polygons (no holes or self- intersections) as linear (flat) approximations of local regions of the actual underlying surface

Points sampled from true surface

(4)

What is a polygon mesh?

Like a point cloud, it is a discrete sampling of a surface

... but, it adds simple polygons (no holes or self- intersections) as linear (flat) approximations of local regions of the actual underlying surface

Simple planar polygons: linear approximations to true surface

(5)

What is a polygon mesh?

Like a point cloud, it is a discrete sampling of a surface

... but, it adds simple polygons (no holes or self- intersections) as linear (flat) approximations of local regions of the actual underlying surface

The original samples become vertices of the polygons

(6)

What is a polygon mesh?

Like a point cloud, it is based on a discrete sampling of a surface

... but, it adds simple polygons (no holes or self- intersections) as linear (flat) approximations of local regions of the actual underlying surface

Like point clouds, meshes can have different resolutions

gamedev.stackexchange.com

(7)

What is a polygon mesh?

Like a point cloud, it is based on a discrete sampling of a surface

... but, it adds simple polygons (no holes or self- intersections) as linear (flat) approximations of local regions of the actual underlying surface

Like point clouds, meshes can have different resolutions

… at different places (“adaptive meshing”)

Leif Kobbelt

(8)

Elements of a mesh

(9)

Elements of a mesh

Vertices

Edges

Faces

(10)

Elements of a mesh

Non- Boundary

Vertex

Non-Boundary Edge

Boundary Edge

Triangular Face

Quadrilateral (Quad) Face

(should be planar!)

Boundary Vertex

(11)

A mesh is a graph

This cannot be stressed strongly enough!

(12)

A mesh is an undirected graph

(13)

The vertex positions capture the geometry of the surface

(1.0, 2.3, -4.5)

(0.2, -3.9, 1.2)

(-1.3, 4.1, 3.1)

(-0.1, -1.1, -1.4) (1.5, 3.1, 1.5)

(4.3, 1.9, 2.5)

(1.1, 0.1, 2.2)

(3.3, -2.2, 1.0)

(14)

The mesh connectivity captures the

topology of the surface

(15)

Mesh Geometry: Planes and Normals

Each polygon is (assumed to be) planar

Triangular faces are always planar

Quads and higher degree faces need not be

Ambiguity revealed by triangulation

Many mesh formats allow non-planar faces, but most algorithms assume planar faces. Caveat emptor.

Always planar

Same 4 non-

coplanar vertices, different geometry!

(16)

Mesh Geometry: Planes and Normals

The plane of each polygon has an associated normal vector

(17)

Mesh Geometry: Planes and Normals

The plane of each polygon has an associated normal vector

n^ = e1×e2

‖e1×e2

e1

= v1 – v0

v2

v1 v0

e2 = v2 – v0

Q: The computed

normal may point into or out of the object.

Which one to pick?

A: Either (typically outwards), but be consistent across the shape! Using our formula here,

the normal is outwards if the vertices wind counter-clockwise around the face when seen from outside the shape.

(18)

Mesh Geometry: Planes and Normals

The plane of each polygon has an associated plane equation:

v2

v1 v0

n^

n^⋅(pv0)=0

(19)

Mesh Geometry: Planes and Normals

We can also associate vertices with normals

Sometimes they come with the mesh (e.g. if they were

estimated when the mesh was constructed from a point cloud)

Sometimes we have to estimate them

(20)

Estimating vertex normals

Simplest: Add up the normals of adjacent faces and unitize

n^ 3

n^ 0

n^ 1 n^ 2

(21)

Estimating vertex normals

Simplest: Add up the normals of adjacent faces and unitize

Simple and usually a bit better: Add up the normals of adjacent faces, weighted by face areas

Without area-weighting With area-weighting

bytehazard.com/articles/vertnorm.html

(22)

Estimating vertex normals

Simplest: Add up the normals of adjacent faces and unitize

Simple and usually a bit better: Add up the normals of adjacent faces, weighted by face areas

Complex: Detect sharp edges

Without area-weighting With area-weighting

bytehazard.com/articles/vertnorm.html

(23)

Mesh Topology

Topology (loosely): The structure of a shape

ignoring any measurements of distance, angle etc

i.e. the properties invariant to bending, twisting, folding, stretching... (but not tearing)

E.g. Genus: The number of handles in a shape

Wikipedia

(24)

Mesh Topology

Manifold: A topological space that is locally

Euclidean (neighborhood has the topology of the unit ball)

Not manifold

Some manifold shapes

Manifold structure of a surface is approximated by its mesh connectivity

References

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