A polygon mesh is a collection of vertices, edges, and faces that defines the shape of a polyhedral object in three-dimensional computer graphics. Faces are usually triangles or quadrilaterals whose connectivity describes a surface, and per-vertex attributes such as normals and texture coordinates support shading and texturing. Polygon meshes are the dominant representation for real-time rendering, modelling, and animation.

Overview

  • Vertices carry position plus attributes such as normals, colours, and texture coordinates used during shading.
  • Edges connect vertices, and faces enclose regions to form the visible surface.
  • Triangulated meshes are favoured for hardware rendering because triangles are always planar and convex.

Key aspects

  • Topology: how vertices, edges, and faces connect, governing surface continuity.
  • Geometry: the spatial positions of vertices defining the shape.
  • Attributes: normals, UV coordinates, and weights attached to vertices for shading and deformation.
  • Resolution: face count trades visual fidelity against performance, managed through Level of Detail.

Mechanisms

  • Rasterization projects mesh faces to the screen for GPU Rendering.
  • Texture Mapping applies images to faces via per-vertex UV coordinates.
  • Subdivision and decimation adjust mesh density for quality or speed.
  • Skinning binds mesh vertices to a skeleton for Skeletal Animation.

Applications

  • Real-time rendering of objects and environments in games and XR.
  • Asset interchange through formats such as USD.
  • Deformable characters animated with Skeletal Animation.
  • Surfaces produced or refined by Procedural Generation.

Provenance