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There are many ways to represent a mesh. The differences exist in the mesh
connectivity.

The most basic representation is*triangle soup*.

Triangle soup simply stores triplets of vertices in memory. Every three vertices represent a triangle.

This approach is exceedingly simple, but has some disadvantages:

The most basic representation is

- Separate triangles, each with its own three vertices
- No need to explicitly model triangles – implied by every three vertices

Triangle soup simply stores triplets of vertices in memory. Every three vertices represent a triangle.

This approach is exceedingly simple, but has some disadvantages:

- Many vertices are repeated. Typically, there are an average of ~2 triangles per vertex, so on average, each vertex is stored in memory twice.
- For a given triangle, it is not convenient to find neighbouring triangles or vertices.
- Trying to search for matching vertices may be tricky due to floating point inaccuracy

High

Exercise:

How would you find the 1-ring neighbour faces of v0?

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