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Fundamentals of Computer Graphics, 4th Edition by Peter Shirley, Steve Marschner

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Chapter 12

Data Structures for Graphics

Certain data structures seem to pop up repeatedly in graphics applications, perhaps because they address fundamental underlying ideas like 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 changes, such as in subdivision ...

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