Chapter 3 Flashcards
translation
changing position
rotation
changing orientation
R3
virtual world which every point is repreented as a triple of real valued coordinatates(x,y,z)
primitives
represetnations in a computer that are finite but each represents an infinite set of point (3d triangle)
mesh;
numerous trangles arranged to model a complicated object
questions about mesh representing objects
how to specify how each traingle looks when used by viewed, how to make object move, if object surface is curved then should use curved primitives?, is interior part of model or does object only have surface, is there effecient algorhm for determining which triangles are adjaacent to given triangle, should we avoid duplicating vertex coordinates that are common to neighboring triangles
doubly connected edge list
half edge ata structure - depend on which operations are performed
three data elements
faces, edges vertices
coherent model
barrrier between inside and outisde of an object are formed then if fill inside with gas, could not leak out but if single traingle is removed, no longer a clear distinction between inside and outside of object
polygon soup
jumble of traingles that dont fit ogether nicely
two kinds of models
stationary and movable
stationary models
keep same coordinates forever like streets
moveable modesl
transformed into various potiions and orientation like vehicels
two possible interpretations of transofrmation
original object - object moves or origin moves