Introduction to 3D Graphics and VRML

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Geometric primitives

Triangles

  • Most primitives based on triangles
  • Vertex v(i) is x,y,z
  • Triangle has three vertices (!)
  • Vertex structure can contain additional information
  • Counter-clockwise vertices, triangle front-facing
  • Clockwise vertices, triangle back-facing
  • Back-facing triangles usually not drawn

Polygons

  • Three or more vertices
  • Must be planar

Tristrips

  • Group of triangles, each of which share two vertices
  • Stored as a list of vertices
  • More efficient storage and access than plain triangles

Polystrips

  • Triangles share a common vertex
  • Efficient storage and processing

Pmeshs

  • Group of faces
  • Stored as two lists
    1. List of vertices
    2. Face definitions in terms of list indices into list 1
  • Efficient storage and rendering

Vectors

  • 3D lines

Point Lists

  • Group of points
  • Useful for drawing airfield landing lights, for example

Author: Michael Louka (Michael.Louka@of.telia.no)
Last Updated: 19 November 1996