Part IA Michaelmas Term
Triangle Meshes
Planar Polygons
- A triangle (3 vertices) is always planar
- Polygons with >3 vertices may not be planar
Triangulation
Most GPUs are optimised for triangles. Polygons with more vertices are split into triangles.
Why triangles?
- Always planar
- Convex (easy to fill)
- Simple interpolation
- Hardware acceleration
Triangle Mesh Indexing
For efficient storage:
- Vertex array: Unique vertex positions
- Index array: Which vertices form each triangle
Example: A cube has 8 vertices but 12 triangles (36 indices with sharing, or 24 vertices without).
Summary
- Triangles are always planar; other polygons may not be
- GPUs are optimised for triangles
- Indexed meshes reuse vertices for efficiency