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

(詳細はtype of polygon mesh in computer graphics. It comprises a set of triangles (typically in three dimensions) that are connected by their common edges or corners.
Many graphics software packages and hardware devices can operate more efficiently on triangles that are grouped into meshes than on a similar number of triangles that are presented individually. This is typically because computer graphics do operations on the vertices at the corners of triangles. With individual triangles, the system has to operate on three vertices for every triangle. In a large mesh, there could be eight or more triangles meeting at a single vertex - by processing those vertices just once, it is possible to do a fraction of the work and achieve an identical effect.
In many computer graphics applications it is necessary to manage a mesh of triangles. The mesh components are vertices, edges, and triangles. An application might require knowledge of the various connections between the mesh components. These connections can be managed independently of the actual vertex positions. This document describes a simple data structure that is convenient for managing the connections. This is not the only possible data structure. Many other types exist and have support for various queries about meshes.
==Representation==
Various methods of storing and working with a mesh in computer memory are possible. With the OpenGL and DirectX APIs there are two primary ways of passing a triangle mesh to the graphics hardware, triangle strips and index arrays.


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「triangle mesh」の詳細全文を読む



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