Hasty Briefsbeta

Cutting Up Curved Things (With Math)

8 days ago
  • #3D Rendering
  • #Computer Graphics
  • #Tessellation
  • GPUs render only triangles, not curved surfaces directly.
  • Tessellation converts curved surfaces into triangle meshes for rendering.
  • A triangle mesh consists of vertices (points in space) and indices (defining triangles).
  • Mathematical representations of surfaces (like cylinders) are sampled to create these meshes.
  • Sampling involves laying a grid in parameter space (u, v) and evaluating points on the surface.
  • More samples result in smoother surfaces but require more triangles and computational power.
  • Flat faces can be triangulated easily using fan triangulation for convex polygons.
  • Cylinders and spheres require specific sampling strategies to handle their curvature.
  • Holes in surfaces complicate triangulation and require merging boundaries before processing.
  • Ear clipping is used to triangulate complex polygons with holes.
  • The output is a triangle mesh format compatible with GPUs, STL files, and physics engines.
  • The illusion of smooth surfaces is created by densely packed triangles that appear seamless.