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Lecture 8: Mesh Representations and Geometry Processing (14)
wangjim19

It is also interesting to think about how to go from one representation to another. Here, it seems very easy to go from the points+triangles representation to the triangles (look up each point in the triangle list to obtain the coordinates for each triangle), whereas going from triangles to the point+triangle representation seems slightly more involved (we might first have to find the set of unique points)

NKJEW

I'm kind of curious if any of this can be related at all that triangle strip primitive from lecture 2. In principle, both involve representing adjacent triangles with minimal information, but I'd assume that the OpenGL triangle strip is much more limiting. Still, since OpenGL is what is often used at the end of the day to render triangles, are there any connections between some of these simplified mesh representations and how they get drawn later?

greeknerd1

Is the points and triangles method used in practice at all? Or is the half edge data structure the gold standard?

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