Lecture 8: Mesh Representations and Geometry Processing (13)
CeHao1
It is very interesting to look at the .svg files. (in HW1)
It is more like saving every point of a polygon and telling its color.
Those files are generated by the adobe Illustrator. So it seems that the SVG also uses the saving method in the last slide.
wangjim19
I am wondering if there is a specific efficient way to order the lists? It seems like it would be nice if vertices/triangles that are closer together in space are also closer in the list, but this doesn't seem to be a trivial task.
gowenong
I'm not sure if ordering the lists is necessary - the point (lol) of describing the triangle with a list of points in the same tInd index is already to have constant time access to neighboring points that form a single triangle (which you can then index into verts to find the xyz coordinates). The relationship between the tInd indices shouldn't matter as much because I believe we can generate triangles separately in whichever order to create the resulting mesh, but someone correct me if I'm mistaken.
Syakmoon
After watching the lecture, I am still confused about how to order to order the vertices for a triangle. I can observe that neighboring two triangles traverse the shared edge in different directions, but I still do not know which points to start the traversal.
nobugnohair
Same, I am also having a problem with the ordering of vertices. Can anyone give more hints on this?
aramk-hub
I'm also still a bit confused. I understand the use of the tInd array, as it stores the order in which we traverse the triangles and the order of the vertices. But I am still a bit confused on the verts[] array and how we use both of them to accomplish the entire traversal of the mesh.
greeknerd1
Is there an advantage to storing vertices in a counter clockwise fashion vs a clockwise fashion?
seenumadhavan
@greeknerd1 I don't think the order matters; in the example, the vertices for T0 are stored in clockwise order and the vertices for T1 are stored in counterclockwise order (assuming the 1 in T1 in the diagram should be a 3)
It is very interesting to look at the .svg files. (in HW1) It is more like saving every point of a polygon and telling its color.
Those files are generated by the adobe Illustrator. So it seems that the SVG also uses the saving method in the last slide.
I am wondering if there is a specific efficient way to order the lists? It seems like it would be nice if vertices/triangles that are closer together in space are also closer in the list, but this doesn't seem to be a trivial task.
I'm not sure if ordering the lists is necessary - the point (lol) of describing the triangle with a list of points in the same tInd index is already to have constant time access to neighboring points that form a single triangle (which you can then index into verts to find the xyz coordinates). The relationship between the tInd indices shouldn't matter as much because I believe we can generate triangles separately in whichever order to create the resulting mesh, but someone correct me if I'm mistaken.
After watching the lecture, I am still confused about how to order to order the vertices for a triangle. I can observe that neighboring two triangles traverse the shared edge in different directions, but I still do not know which points to start the traversal.
Same, I am also having a problem with the ordering of vertices. Can anyone give more hints on this?
I'm also still a bit confused. I understand the use of the tInd array, as it stores the order in which we traverse the triangles and the order of the vertices. But I am still a bit confused on the verts[] array and how we use both of them to accomplish the entire traversal of the mesh.
Is there an advantage to storing vertices in a counter clockwise fashion vs a clockwise fashion?
@greeknerd1 I don't think the order matters; in the example, the vertices for T0 are stored in clockwise order and the vertices for T1 are stored in counterclockwise order (assuming the 1 in T1 in the diagram should be a 3)