Topological Data Structure for Computer Graphics

dc.contributor.authorFábián, Gáboren_US
dc.contributor.editorLiu, Lingjieen_US
dc.contributor.editorAverkiou, Melinosen_US
dc.date.accessioned2024-04-30T08:21:14Z
dc.date.available2024-04-30T08:21:14Z
dc.date.issued2024
dc.description.abstractThis research is motivated by the following well-known contradiction. In computer-aided design or modeling tasks, we generally represent surfaces using edge-based data structures as winged edge [Bau75], half-edge [MP78] [CP98], or quad-edge [GS85]. In contrast, real-time computer graphics represents surfaces with face-vertex meshes, since for surface rendering, there is no need for the explicit representation of edges. In this research we introduce a novel data structure for representation of triangle meshes. Our representation is based on the concept of face-vertex meshes with adjacencies, but we use some extra information and new ideas that greatly simplify the implementation of algorithms.en_US
dc.description.sectionheadersPosters
dc.description.seriesinformationEurographics 2024 - Posters
dc.identifier.doi10.2312/egp.20241044
dc.identifier.isbn978-3-03868-239-4
dc.identifier.issn1017-4656
dc.identifier.pages2 pages
dc.identifier.urihttps://doi.org/10.2312/egp.20241044
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/egp20241044
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling
dc.subjectI.3.5 [Computer Graphics]
dc.subjectComputational Geometry and Object Modeling
dc.titleTopological Data Structure for Computer Graphicsen_US
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