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Part IA Michaelmas Term

Triangle Meshes

Planar Polygons

  • A triangle (3 vertices) is always planar
  • Polygons with >3 vertices may not be planar

Planar triangle vs non-planar quadrilateral

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

Splitting a hexagon into triangles

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