Representation of Triangle Meshes
- From: "christoph heindl" <christoph.heindl@xxxxxxxxx>
- Date: 31 Dec 2005 01:48:29 -0800
Hi,
i'm currently searching for an adequate representation of triangle
meshes. I know that the choice of representation heavily depends on the
algorithms i want to run on the mesh. Currently I''m focusing on the
following two:
* meshes as indexed face lists (where each face (cell) stores pointers
or ids to vertices)
* meshes represented using half-edge or winged-edge data structure.
A lot of algorithms I deal with require fast access for neighborhood
queries or manipulating the topology of a mesh (edge collapse, edge
split,...). The half-edge data structure would be ideal as far as
neighborhood queries are concerned, but is it also ideal in the case of
removing faces or splitting/collapsing edges?
Some algorithms require access to (e.g) all edges in the mesh, so
should I rather explicitly store the edges in the mesh an let a
triangle consist of three edges instead of three vertices? Or should I
go for the half-edge data structure and convert all half-edges to
edges?
I'm somehow consfused on which way to go, so I'm asking you, the
community, for their experience with representations of triangle
meshes. Maybe you can shed some light on this topic..
thx in advance,
christoph
.
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