Geometry and Mesh - lorentzo/IntroductionToComputerGraphics GitHub Wiki
Triangulated mesh
- Triangle as rendering primitive (but not necessary modeling primitive)
- Why triangles? Good discussion: https://www.youtube.com/watch?v=CoGo_3C7xR0&t=11703s&ab_channel=High-PerformanceGraphics
- geometry (shape): https://www.scratchapixel.com/lessons/mathematics-physics-for-computer-graphics/geometry /courses/the-pbr-guide-part-1)
Model in 3D scene:
- storage size
- render efficiency
- quality
Mesh representation:
- accuracy
- speed
Mesh can be available in different forms and must be transformed to tractable primitive: triangle
- tessellation
Sources of 3D data:
- procedural modeling: programs that create geometry
- transforming data into surface/volume (protein data to spheres)
- modeling programs: hard-surface, organic modeling, sculpting
- reconstruction: photogrammetry
- Sampling a real model using 3D scanner: points
- Isosurface from CAT or MRI
- modeling: manual modeling using DCC tools, procedural modeling, hybrid of manual and procedural modeling
- hard-surface modeling: rigid bodies such as cars, buildings, etc.
- organic-surface modeling: soft-bodies such as vegetation
- volume modeling: clouds, seas
- VFX (particles)
- simulation: algorithm which simulates certain phenomena (e.g., fluid simulation -> river stream or clouds formation)
- real-world capturing: photogrammetry, CT, point-clouds
Solid vs surface vs implicit modeling:
- solid modeling: CAD; corresponding to actual machining processes: cutting, drilling, planning
- Faceters: for display and analysis
- Surface modeling: Blender or Maya; not based around concept of solidity - surface modeling
- curves and subdivision surfaces manipulation
- mesh maniplulation
- implicit modeling:
- SDFs; CSG
- Pointclouds
- storage and reconstructing meshes
Important: understand how the data was created and for what purpose
- sometimes generated data is not suitable for efficient graphical display
Storing and transporting 3D data
3D data file formats
- OBJ
- GLTF
- FBX
Subdivision surfaces and displacement
- Loop subdivisions
- Catmull clack subdivision
- Displacement
Literature:
- RTR ch 16 and 17