A mesh is a graphical object that represents a surface as a two-dimensional web-like network of interconnected vertices, lines, and triangles. It is how a realm’s geometry reaches the GPU: triangles are what WebGL rasterises, so any richer surface is reduced to them before it is drawn.
A mesh sits in the scene hierarchy beneath a transform that places it. Its geometry is bulk data — large, immutable, and typically reused across many placements — which makes it the part of a scene that content addressing suits best: a mesh is fetched once by hash from any peer holding it via Helia / IPFS and instanced wherever it is needed, rather than travelling in the parameter stream alongside values that change every frame. Structure and bulk move on different terms; see Structural Stream.
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External links#
Similar concepts and prior art:
- Polygon mesh and triangle mesh on Wikipedia
- glTF meshes — how the de-facto web-3D format encodes the same thing
- Wavefront .obj — the long-lived plain-text mesh interchange format
- Doubly connected edge list — connectivity structures for meshes that must be edited rather than only drawn