· Originally developed for use with stereolithography, but now used by many other processes.
· The standard for Rapid prototyping systems
· Basically connected 3D triangles
· 3D smooth surfaces are tessellated into triangles. the higher the degree of tessellation the closer the surface approximates the smooth surface.
· A general approach to determining a rapid prototype slice is to use a ray projection through the collection of polygons. When the ray strikes a triangle it is in/out of the solid. (This is a simple geometrical problem.) A set of lines constitute a slice.
· If polygon vertices don't match up, then there will be gaps between the polygons. This can result in non contact, that leads to material added/subtracted unexpectedly.
· Another problem can arise from mobius strip representations. Because the outside is defined by the order of node definitions, a mobius strip will lead to a back touching a front.