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Math for Game Programmers: B-Rep for Triangulated Polyhedra
This talk discusses the B-rep structure for efficient manipulation of triangulated polyhedra, including convex-hull computation (e.g. Quickhull, EPA) and mesh cutting. B-rep is efficient both in traversal times, storage requirements, and ease of serialization. Boundary traversals needed for cutting operations or silhouette computation are fast since they avoid the use of a modulo-3 operation. This presentation will show code for common operations on this structure then conclude with an improvement to Quickhull convex hull construction which increases its speed threefold.
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