September 2021
Intermediate to advanced
716 pages
23h 12m
English
Certain data structures seem to pop up repeatedly in graphics applications, perhaps because they address fundamental underlying ideas such as surfaces, space, and scene structure. This chapter talks about several basic and unrelated categories of data structures that are among the most common and useful: mesh structures, spatial data structures, scene graphs, and tiled multidimensional arrays.
For meshes, we discuss the basic storage schemes used for storing static meshes and for transferring meshes to graphics APIs. We also discuss the winged-edge data structure (Baumgart, 1974) and the related half-edge structure, which are useful for managing models where the tessellation ...
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