Polygon meshIn 3D computer graphics and solid modeling, a polygon mesh is a collection of , s and s that defines the shape of a polyhedral object. The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes. The study of polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling.
Types of meshA mesh is a representation of a larger geometric domain by smaller discrete cells. Meshes are commonly used to compute solutions of partial differential equations and render computer graphics, and to analyze geographical and cartographic data. A mesh partitions space into elements (or cells or zones) over which the equations can be solved, which then approximates the solution over the larger domain. Element boundaries may be constrained to lie on internal or external boundaries within a model.
Transformation matrixIn linear algebra, linear transformations can be represented by matrices. If is a linear transformation mapping to and is a column vector with entries, then for some matrix , called the transformation matrix of . Note that has rows and columns, whereas the transformation is from to . There are alternative expressions of transformation matrices involving row vectors that are preferred by some authors. Matrices allow arbitrary linear transformations to be displayed in a consistent format, suitable for computation.
Shear mappingIn plane geometry, a shear mapping is a linear map that displaces each point in a fixed direction, by an amount proportional to its signed distance from the line that is parallel to that direction and goes through the origin. This type of mapping is also called shear transformation, transvection, or just shearing. An example is the mapping that takes any point with coordinates to the point . In this case, the displacement is horizontal by a factor of 2 where the fixed line is the x-axis, and the signed distance is the y-coordinate.
Geometric transformationIn mathematics, a geometric transformation is any bijection of a set to itself (or to another such set) with some salient geometrical underpinning. More specifically, it is a function whose domain and range are sets of points — most often both or both — such that the function is bijective so that its inverse exists. The study of geometry may be approached by the study of these transformations. Geometric transformations can be classified by the dimension of their operand sets (thus distinguishing between, say, planar transformations and spatial transformations).
Affine transformationIn Euclidean geometry, an affine transformation or affinity (from the Latin, affinis, "connected with") is a geometric transformation that preserves lines and parallelism, but not necessarily Euclidean distances and angles. More generally, an affine transformation is an automorphism of an affine space (Euclidean spaces are specific affine spaces), that is, a function which maps an affine space onto itself while preserving both the dimension of any affine subspaces (meaning that it sends points to points, lines to lines, planes to planes, and so on) and the ratios of the lengths of parallel line segments.
Barycentric coordinate systemIn geometry, a barycentric coordinate system is a coordinate system in which the location of a point is specified by reference to a simplex (a triangle for points in a plane, a tetrahedron for points in three-dimensional space, etc.). The barycentric coordinates of a point can be interpreted as masses placed at the vertices of the simplex, such that the point is the center of mass (or barycenter) of these masses. These masses can be zero or negative; they are all positive if and only if the point is inside the simplex.
Geometry processingGeometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. As the name implies, many of the concepts, data structures, and algorithms are directly analogous to signal processing and .
Polygonal modelingIn 3D computer graphics, polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygon meshes. Polygonal modeling is well suited to scanline rendering and is therefore the method of choice for real-time computer graphics. Alternate methods of representing 3D objects include NURBS surfaces, subdivision surfaces, and equation-based (implicit surface) representations used in ray tracers. The basic object used in mesh modeling is a vertex, a point in three-dimensional space.
Subdivision surfaceIn the field of 3D computer graphics, a subdivision surface (commonly shortened to SubD surface or Subsurf) is a curved surface represented by the specification of a coarser polygon mesh and produced by a recursive algorithmic method. The curved surface, the underlying inner mesh, can be calculated from the coarse mesh, known as the control cage or outer mesh, as the functional limit of an iterative process of subdividing each polygonal face into smaller faces that better approximate the final underlying curved surface.
Trilinear coordinatesIn geometry, the trilinear coordinates x : y : z of a point relative to a given triangle describe the relative directed distances from the three sidelines of the triangle. Trilinear coordinates are an example of homogeneous coordinates. The ratio x : y is the ratio of the perpendicular distances from the point to the sides (extended if necessary) opposite vertices A and B respectively; the ratio y : z is the ratio of the perpendicular distances from the point to the sidelines opposite vertices B and C respectively; and likewise for z : x and vertices C and A.
GravityIn physics, gravity () is a fundamental interaction which causes mutual attraction between all things that have mass. Gravity is, by far, the weakest of the four fundamental interactions, approximately 1038 times weaker than the strong interaction, 1036 times weaker than the electromagnetic force and 1029 times weaker than the weak interaction. As a result, it has no significant influence at the level of subatomic particles.
Mesh generationMesh generation is the practice of creating a mesh, a subdivision of a continuous geometric space into discrete geometric and topological cells. Often these cells form a simplicial complex. Usually the cells partition the geometric input domain. Mesh cells are used as discrete local approximations of the larger domain. Meshes are created by computer algorithms, often with human guidance through a GUI , depending on the complexity of the domain and the type of mesh desired.
Delaunay refinementIn mesh generation, Delaunay refinements are algorithms for mesh generation based on the principle of adding Steiner points to the geometry of an input to be meshed, in a way that causes the Delaunay triangulation or constrained Delaunay triangulation of the augmented input to meet the quality requirements of the meshing application. Delaunay refinement methods include methods by Chew and by Ruppert. Chew's second algorithm takes a piecewise linear system (PLS) and returns a constrained Delaunay triangulation of only quality triangles where quality is defined by the minimum angle in a triangle.
Affine spaceIn mathematics, an affine space is a geometric structure that generalizes some of the properties of Euclidean spaces in such a way that these are independent of the concepts of distance and measure of angles, keeping only the properties related to parallelism and ratio of lengths for parallel line segments. In an affine space, there is no distinguished point that serves as an origin. Hence, no vector has a fixed origin and no vector can be uniquely associated to a point.
Geometric meanIn mathematics, the geometric mean is a mean or average which indicates a central tendency of a finite set of real numbers by using the product of their values (as opposed to the arithmetic mean which uses their sum). The geometric mean is defined as the nth root of the product of n numbers, i.e., for a set of numbers a1, a2, ..., an, the geometric mean is defined as or, equivalently, as the arithmetic mean in logscale: Most commonly the numbers are restricted to being non-negative, to avoid complications related to negative numbers not having real roots, and frequently they are restricted to being positive, to enable the use of logarithms.
TriangleA triangle is a polygon with three edges and three vertices. It is one of the basic shapes in geometry. A triangle with vertices A, B, and C is denoted . In Euclidean geometry, any three points, when non-collinear, determine a unique triangle and simultaneously, a unique plane (i.e. a two-dimensional Euclidean space). In other words, there is only one plane that contains that triangle, and every triangle is contained in some plane.
Equivalence principleIn the theory of general relativity, the equivalence principle is the equivalence of gravitational and inertial mass, and Albert Einstein's observation that the gravitational "force" as experienced locally while standing on a massive body (such as the Earth) is the same as the pseudo-force experienced by an observer in a non-inertial (accelerated) frame of reference. History of gravitational theory Something like the equivalence principle emerged in the early 17th century, when Galileo expressed experimentally that the acceleration of a test mass due to gravitation is independent of the amount of mass being accelerated.
Geometric algebraIn mathematics, a geometric algebra (also known as a real Clifford algebra) is an extension of elementary algebra to work with geometrical objects such as vectors. Geometric algebra is built out of two fundamental operations, addition and the geometric product. Multiplication of vectors results in higher-dimensional objects called multivectors. Compared to other formalisms for manipulating geometric objects, geometric algebra is noteworthy for supporting vector division and addition of objects of different dimensions.
Arithmetic–geometric meanIn mathematics, the arithmetic–geometric mean of two positive real numbers x and y is the mutual limit of a sequence of arithmetic means and a sequence of geometric means: Begin the sequences with x and y: Then define the two interdependent sequences (an) and (gn) as These two sequences converge to the same number, the arithmetic–geometric mean of x and y; it is denoted by M(x, y), or sometimes by agm(x, y) or AGM(x, y). The arithmetic–geometric mean is used in fast algorithms for exponential and trigonometric functions, as well as some mathematical constants, in particular, computing π.