My first tests with OpenGL use a triangle soup which is basically a collection of triangles with no relationship whatsoever. In order to implement a more complex shader I need to work on a more complex and powerful data structure: the polygon mesh
A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes.[Wiki Polygon Mesh]
There's a variety of ways to represent a polygon mesh and they basically differ in how the vertex and topology information are stored. One of the most used representation in the filed computer graphics and geometry processing is the halfedge data structure.
Polygonal meshes consist of geometry (vertices) and topology (edges, faces). Data structure for polygonal meshes mainly differ in the way they store the topology information. While face-based structures lack the explicit representation of edges, and edge-based structures loose efficiency because of their missing orientation of edges, halfedge-based structures overcome this disadvantages. The halfedges (that result in splitting the edges in two oriented parts) store the main connectivity information:Intuitively, this provides a natural and simple way to represent vertices, edges and faces, as well as arbitrary polygons.[OpenMesh]
Many operations and queries are very natural on the halfedge data structure, in particular the circulation on the neighbors of vertices and faces.
Traversal of one-ring neighbors of a center vertex. From left to right:
- Start from center vertex.
- Select outgoing halfedge (and access its target vertex).
- Move to previous halfedge.
- Move to opposite halfedge (access its target vertex)
I have never used Mesquite. This is mainly focused on the mesh optimization [BFKLM03]. Although the CGAL is a very powerful library for the compuational geometry, its polygonal mesh implementation has a major drawback: all the custom properties associated with a mesh entity must be declared at compile time.
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Aachen University Computer GraphicsLogo |
OpenMesh and SurfaceMesh are more flexible and much easier to use than CGAL. OpenMesh was originally developed at the Aachen University [BSBK02] and the version 3.0 was recently released. On the other hand SurfaceMesh is more recent [SB11] and it was developed at the Bielefeld university.
They have very much in common, starting with one of their developers, Mario Botsch who is also the head of the Computer Graphics & Geometry Processing Group at Bielefeld.
Based on our experience in academic research and teaching as well as in industrial cooperations, our primary design goal [of the SurfaceMesh] is ease of use. An easy-to-use data structure is learned faster, allows to focus on the main problem (instead of on the details of the data structure), and fosters code exchange between academic or industrial research partners. The data structure should therefore be just as flexible and generic as needed, but should otherwise be free of unnecessary switches and parameters. At the same time, however, we have to make sure not to compromise computational performance and memory consumption. Otherwise the data structure would be easy to use, but not useful, and hence would probably not be used at all.
[SB11]
In the end I'll show you an example of the SurfaceMesh which computes the mean valence of the mesh vertices
References
[SB11] Design, Implementation, and Evaluation of the Surface_mesh Data Structure[BFKLM03] The Mesquite mesh quality improvement toolkit
[BSBK02] OpenMesh – a generic and efficient polygon mesh data structure
[OpenMesh]
[Wiki Polygon Mesh]
[CGAL]
[Mesquite]
[OpenMesh]
[Wiki Polygon Mesh]
[CGAL]
[Mesquite]
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This is a well-explained deep dive into polygon mesh data structures and their significance in 3D computer graphics! The comparison between CGAL, OpenMesh, and SurfaceMesh is insightful—especially highlighting the practical flexibility of SurfaceMesh for OpenGL projects. The focus on the halfedge data structure and its advantages in handling complex mesh topologies is spot on.
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Looking forward to seeing the SurfaceMesh example for computing the mean valence. It would be exciting to see how ease of use and performance come together in real implementation. Great content! 👏
This is a well-explained breakdown of polygon mesh data structures and their significance in 3D computer graphics. The comparison between different libraries like CGAL, OpenMesh, and SurfaceMesh is particularly insightful, especially when highlighting the trade-offs between flexibility, performance, and ease of use. I like how you emphasized the halfedge data structure, as it's indeed one of the most efficient ways to manage connectivity in polygonal meshes.
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Your final decision to go with SurfaceMesh seems spot on, especially considering its design focus on ease of use without compromising on performance. Looking forward to more posts where you might share how SurfaceMesh integrates with OpenGL for advanced shader implementations. Great work!
This is an excellent breakdown of polygon mesh data structures and their relevance in computer graphics! The explanation of the halfedge data structure and its advantages in managing topology information for meshes is clear and insightful. I especially liked the comparison between CGAL, OpenMesh, and SurfaceMesh—it helps in selecting the right tool based on project requirements.
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This is an insightful exploration of polygon mesh data structures and their various implementations! The discussion on halfedge-based structures and their advantages over face-based and edge-based representations is particularly helpful for those diving into computer graphics and geometry processing.
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Looking forward to seeing more practical implementations using SurfaceMesh! 🚀
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Looking forward to seeing your SurfaceMesh implementation in action! 🚀
A polygon mesh is a mathematical representation of a 3D object. It is composed of a set of vertices, edges, and faces that define the shape of the object. A vertex is a single point in 3D space, an edge is a line connecting two vertices, and a face is a closed loop of edges.
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ReplyDeleteA polygon mesh is a type of computer graphics technique used for creating 3D models. It is a collection of vertices, edges and faces that define the shape and surface of a 3D object. It is often used in computer games, animation, virtual reality, and computer-aided design (CAD).
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A polygon mesh is a type of computer graphics technique used for creating 3D models. It is a collection of vertices, edges and faces that define the shape and surface of a 3D object. It is often used in computer games, animation, virtual reality, and computer-aided design (CAD).
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A polygon mesh is a type of computer graphics technique used for creating 3D models. It is a collection of vertices, edges and faces that define the shape and surface of a 3D object. It is often used in computer games, animation, virtual reality, and computer-aided design (CAD).
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A polygon mesh is a type of computer graphics technique used for creating 3D models. It is a collection of vertices, edges and faces that define the shape and surface of a 3D object. It is often used in computer games, animation, virtual reality, and computer-aided design (CAD).
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