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・ Polygrammodes flavescens
・ Polygrammodes flavidalis
・ Polygrammodes flavivenata
・ Polygrammodes fluminalis
・ Polygrammodes fusinotalis
・ Polygrammodes griseinotata
・ Polygrammodes griveaudalis
・ Polygrammodes harlequinalis
・ Polygrammodes hartigi
・ Polygrammodes hercules
・ Polygrammodes herminealis
・ Polygrammodes hintzi
・ Polygrammodes hyalescens
・ Polygon Magic
・ Polygon Man
Polygon mesh
・ Polygon moray
・ Polygon partition
・ Polygon Pictures
・ Polygon Records
・ Polygon Records discography
・ Polygon soup
・ Polygon Spur
・ Polygon triangulation
・ Polygon Wood, Zonnebeke
・ Polygon-circle graph
・ Polygona
・ Polygona abbotti
・ Polygona angulata
・ Polygona bayeri


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Polygon mesh : ウィキペディア英語版
Polygon mesh

A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles (triangle mesh), quadrilaterals, or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes.
The study of polygon meshes is a large sub-field of computer graphics and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes may include Boolean logic, smoothing, simplification, and many others. Network representations, "streaming" and "progressive" meshes, are used to transmit polygon meshes over a network. Volumetric meshes are distinct from polygon meshes in that they explicitly represent both the surface and volume of a structure, while polygon meshes only explicitly represent the surface (the volume is implicit). As polygonal meshes are extensively used in computer graphics, algorithms also exist for ray tracing, collision detection, and rigid-body dynamics of polygon meshes.
== Elements of mesh modeling ==

Elements of polygonal mesh modeling.
Objects created with polygon meshes must store different types of elements. These include vertices, edges, faces, polygons and surfaces. In many applications, only vertices, edges and either faces or polygons are stored. A renderer may support only 3-sided faces, so polygons must be constructed of many of these, as shown above. However, many renderers either support quads and higher-sided polygons, or are able to convert polygons to triangles on the fly, making it unnecessary to store a mesh in a triangulated form. Also, in certain applications like head modeling, it is desirable to be able to create both 3- and 4-sided polygons.
A vertex is a position along with other information such as color, normal vector and texture coordinates. An edge is a connection between two vertices. A face is a closed set of edges, in which a ''triangle face'' has three edges, and a ''quad face'' has four edges. A polygon is a coplanar set of faces. In systems that support multi-sided faces, polygons and faces are equivalent. However, most rendering hardware supports only 3- or 4-sided faces, so polygons are represented as multiple faces. Mathematically a polygonal mesh may be considered an unstructured grid, or undirected graph, with additional properties of geometry, shape and topology.
Surfaces, more often called smoothing groups, are useful, but not required to group smooth regions. Consider a cylinder with caps, such as a soda can. For smooth shading of the sides, all surface normals must point horizontally away from the center, while the normals of the caps must point straight up and down. Rendered as a single, Phong-shaded surface, the crease vertices would have incorrect normals. Thus, some way of determining where to cease smoothing is needed to group smooth parts of a mesh, just as polygons group 3-sided faces. As an alternative to providing surfaces/smoothing groups, a mesh may contain other data for calculating the same data, such as a splitting angle (polygons with normals above this threshold are either automatically treated as separate smoothing groups or some technique such as splitting or chamfering is automatically applied to the edge between them). Additionally, very high resolution meshes are less subject to issues that would require smoothing groups, as their polygons are so small as to make the need irrelevant. Further, another alternative exists in the possibility of simply detaching the surfaces themselves from the rest of the mesh. Renderers do not attempt to smooth edges across noncontiguous polygons.
Mesh format may or may not define other useful data. Groups may be defined which define separate elements of the mesh and are useful for determining separate sub-objects for skeletal animation or separate actors for non-skeletal animation. Generally materials will be defined, allowing different portions of the mesh to use different shaders when rendered. Most mesh formats also support some form of UV coordinates which are a separate 2d representation of the mesh "unfolded" to show what portion of a 2-dimensional texture map to apply to different polygons of the mesh.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Polygon mesh」の詳細全文を読む



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