A Mesh Data Structure for Rendering and Subdivision
Files
Date issued
2006
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Generating subdivision surfaces from polygonal meshes requires the complete topological information of the
original mesh, in order to find the neighbouring faces, and vertices used in the subdivision computations.
Normally, winged-edge type data-structures are used to maintain such information about a mesh. For rendering
meshes, most of the topological information is irrelevant, and winged-edge type data-structures are inefficient
due to their extensive use of dynamical data structures. A standard approach is the extraction of a rendering mesh
from the winged-edge type data structure, thereby increasing the memory footprint significantly.
We introduce a mesh data-structure that is efficient for both tasks: creating subdivision surfaces as well as fast
rendering. The new data structure maintains full topological information in an efficient and easily accessible
manner, with all information necessary for rendering optimally suited for current graphics hardware. This is
possible by disallowing modifications of the mesh, once the topological information has been created. In order to
avoid any inconveniences due to this limitation, we provide an API that makes it possible to stitch multiple
meshes and access the topology of the resulting combined mesh as if it were a single mesh. This API makes the
new mesh data structure also ideally suited for generating complex geometry using mesh-based L-systems.
Description
Subject(s)
polygonální mřížky, vykreslování
Citation
WSCG '2006: Short Papers Proceedings: The 14-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 - February 2, 2006, p. 157-162.