Geometry processing, or mesh processing, is an area of research that uses concepts from applied mathematics, computer science and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation and transmission of complex 3D models. As the name implies, many of the concepts, data structures, and algorithms are directly analogous to signal processing and .
In mathematics, especially differential geometry, the cotangent bundle of a smooth manifold is the vector bundle of all the cotangent spaces at every point in the manifold. It may be described also as the dual bundle to the tangent bundle. This may be generalized to with more structure than smooth manifolds, such as complex manifolds, or (in the form of cotangent sheaf) algebraic varieties or schemes. In the smooth case, any Riemannian metric or symplectic form gives an isomorphism between the cotangent bundle and the tangent bundle, but they are not in general isomorphic in other categories.
In differential geometry, the cotangent space is a vector space associated with a point on a smooth (or differentiable) manifold ; one can define a cotangent space for every point on a smooth manifold. Typically, the cotangent space, is defined as the dual space of the tangent space at , , although there are more direct definitions (see below). The elements of the cotangent space are called cotangent vectors or tangent covectors. All cotangent spaces at points on a connected manifold have the same dimension, equal to the dimension of the manifold.
In 3D computer graphics and solid modeling, a polygon mesh is a collection of , s and s that defines the shape of a polyhedral object. The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygons (n-gons), since this simplifies rendering, but may also be more generally composed of concave polygons, or even polygons with holes. The study of polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling.
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface. 3D models are most often represented as triangulated polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through tessellation. Attributes from the vertices are typically interpolated across mesh surfaces. The vertices of triangles are associated not only with spatial position but also with other values used to render the object correctly.