Polygon Meshes
A graph bases 3D Represenation
. Nodes of the graph are called vertices
which are connected by edges and form faces. They offer a piecewise linear
surface representation. They can easily be textured via texture mapping.
Definition #
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A polygon mesh is a finite set
of closed, simple polygons
.
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Intersection of two polygons in
is either empty, a vertex, or an edge.
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Every edge belongs to at least one polygon
Degree of a Vertex #
The degree or valence of a vertex is equalt to the number of edges that
connect to it.
Boundary of a Polygon #
The boundary of a mesh is the set of all edges that belong only to only one face.
- Either empty or forms closed loops
- If empty, then the polygon mesh is closed
Properties #
- Can represent arbitrary topologies
- Easy to manipulate
- Efficient to render
- The number of vertices, edged and faces correspond to Eulers Formula (Graphs)
Triangle meshes #
A polygon mesh where every polygon is a triangle. Representation and rendering are simplified. Each face is planar and convex. Any polygon can be triangulated, so a triangle mesh can always be constructed from a poygon mesh.
Possible implementations #
Conversion #
Can be converted to a Point Cloud :
- Option 1
- For each face calculate the area
- normalize to have the the sum of all alreas as 1
- use this as probability density to sample the corresponding face
- genreate radom Barycentric Coordinates
coordinates via:
- 2 random variables
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- 2 random variables
- Option 2
- “Farthest Point Sampling” – Start with initial point and then iteratively find the new farest-away point. Notion of distance can vary. Distance on the Mesh: path along edges. >>I guess you just use the original vertices as “points”<<