Mostly it is simple angular or curved geometry, not organic shapes. As such, such geometry is often easily described in terms of primitives. The most basic primitives are simple, generic representations of shapes in zero to three dimensions. In the example below, a four-sided rectangle is shown for the face (polygon), but that could as easily be a hexagon, an octagon, etc. Likewise, the polyhedron could be a dodecahedron, a tetrahedron, or an arbitrary mesh.
Figure 1: Essential geometric primitives |
Because rendering 3D graphics usually requires a similar representation to what I've just described (triangles are best), more complex representations are built upon these basic geometric primitives. When rendering, even a cylinder, sphere, cone, or torus is an approximation in the form of a polyhedron. (Ray tracing is sometimes an exception.) All of the shapes in the figure 2 below could be represented as either a face/polygon or as a polyhedron.
Figure 2: Useful basic shapes |
There are well-known algorithms for most of them. The GLUT library used with OpenGL contains implementations of algorithms for generating the sphere, cube, cone, torus, dodecahedron, octahedron, tetrahedron, icosahedron, and the ever-populate teapot shapes. The FreeGLUT library is an open-source (MIT X licensed) alternative to GLUT so you could review that source code for examples, or search online. Paul Bourke's web site has descriptions and details for some of them, such as the superellipsoid.
Some of the 3D shapes can also be produced by performing an extrusion or revolution of a sphere or rectangle. I'll address that more in a future post on geometric operations that should be supported in order to provide for procedural modeling capabilities. This post has covered the primitives and the basic shapes at a high level. More details will be discussed in future posts.
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