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 SurfacesA solid 3D object is called linked if it 
	consists of a single piece, more precisely if any two points in the object can 
	be connected with a single continuous curve. A Geometric Surface is external shell 
	of a 3D solid linked object (Closed Surface). or part of it. In the later 
	case it is called Open Surface.  DG Kernel Surface, or simply Surface 
	is a Geometric Surface considered as a collection of patches joined together 
	by edges.  Patch is a smooth (without internal corners or folded 
	lines) linked piece of two 
	dimensional surface. Simplest example of a patch is 3D rectangle or 3D 
	triangle. Patch can have any number of edges or none at all (sphere). An 
	Edge 
	is a smooth curve, which can be closed line or line with ends. Edges are joined by ends into linked sequences called wires. A 3D rectangle has a single wire consisting of four edges. If we cut a triangular hole in a 3D rectangle the resulting shape will be a patch with two wires with four (external) and three (internal) edges respectively.  Edges inside a wire are normally indexed in CCW direction (looking from outside of the object, or in other words looking into direction oppositite to normal to the surface). So if one moves along a wire the patch always remains on the left hand side. Wires are considered as strips of curves (elements) joined by vertices (connectors).   Frequently patches are defined by  a number of parameters which can 
	be modified programmatically or at design time to change its geometry. A box is a surface with six patches and twelve edges. Note that a geometric 
	surface can be subdivided into patches in different 
	ways. Sphere can either be considered as collection of eight equal patches 
	with eight edges or as is single patch without edges.  Normal to a patch at a point is a ray 
	perpendicular to the patch at this point.  Point at an end of an edge is called Vertex 
	(Vertices plural). A box has eight vertices. Each vertex in a box has three 
	adjacent edges and three patches. Note 
	that closed edges normally do not have ends. Set of normals of all patches adjacent to a vertex at the point of the 
	vertex are considered a property of the vertex. They are called normals 
	of the vertex. Above means that a surface can be considered as a hierarchy of patches, 
	edges (lines) and vertices. 3DS Patches are special kinds of 
	patches. They are limited by number of edges, which must be at least two (top and bottom 
	edges have zero length) and maximum four. 3DS Patches can have between two 
	and four vertices. Top and bottom edges of a 3DS patch are flat curves in plane 
	orthogonal to z axis. A vertex is called singular if adjacent patches have different normals at 
	the point. For example each vertex of a box has three normals so it is singular. An edge is called singular if either end vertex is singular. It means 
	that adjacent patches have non-zero angle along the edge Vertices and edges, which are not singular are called regular. Surface versus MeshMesh of an object is a lower level representation 
	of geometrical surface. It is designed for rendering the object quickly in 
	3D. Mesh is not aware of patch/edge/vertex structure of the surface.  Normally each patch of a surface is approximated by many simplexes of the 
	mesh. Each patch edge normally consists of many simplex edges. Vertices of a surface are vertices of the underlying mesh, but normally there are many 
	more vertices in the mesh, which do not belong to the formal hierarchy of 
	the surface.  Mesh and surface are synchronized. Edges of patches are represented by 
	simplex edges only. There is no simplex edge which crosses a patch edge. 
	Patches are represented by simplexes only. There is no simplex, which 
	geometrically belong to two different patches. Surfaces and meshes are organized similarly. Patches act similar to 
	simplexes and edges of surface are similar to simplex edges. One of the 
	differences is that simplexes have fixed number of edges. Normally surface is defined first by constructing it from patches and 
	modifying its parameters. Meshes are generated automatically on a later stage from the 
	surface information to approximate it. The reverse procedure is possible 
	too. For example Mesh Entity objects are 
	constructed from mesh only. Surface structure  in this case is generated by analyzing which vertices and edges are 
	singular (are sharp corners or 
	edges). Surface generated in this way is called Singular Subdivision.   |