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Polygonal Meshes - Clipping and 3D Primitives
Apart from polygonal surfaces, polygonal meshes are also used extensively in 3D geometric modelling.A mesh is essentially a polygonal approximation, where the polygons are hollow, that means you only consider the boundary of polygons and not the filled polygons. Once a polygonal mesh is formed, different surface filling patterns within the meshes are used as per the requirement and/or suitability of the application in which the resulting surface is being used. You will study a little later a variety of surface primitives that can be used for such filling applications. Triangular or quadrilateral meshes are most common. A triangular mesh (or a triangulation) is a polygonal mesh in which all (or almost all) the polygons are triangles. Similarly, for quadrilateral meshes all the polygons have to be quadrilaterals.
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De Casteljau Algorithm For computation of Bézier curves an iterative algorithm known as de Casteljau algorithm is used. The algorithm uses repeated linear interpolation.
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