T-vertices is a term used in computer graphics to describe a problem that can occur during mesh refinement or mesh simplification. The most common case occurs in naive implementations of continuous level of detail, where a finer-level mesh is "sewn" together with a coarser-level mesh by simply aligning the finer vertices on the edges of the coarse polygons. The result is a continuous mesh, however due to the nature of the z-buffer and certain lighting algorithms such as Gouraud shading, visual artifacts can often be detected.[1]
![](http://upload.wikimedia.org/wikipedia/commons/thumb/b/b8/Example_of_T-vertices_in_Blender.png/220px-Example_of_T-vertices_in_Blender.png)
![](http://upload.wikimedia.org/wikipedia/commons/thumb/b/be/Example_of_T-vertices_in_Blender_after_applying_a_subdivision_modifier.png/220px-Example_of_T-vertices_in_Blender_after_applying_a_subdivision_modifier.png)
Some modeling algorithms such as subdivision surfaces will fail when a model contains T-vertices.
References
editExternal links
edit- Media related to T-vertices at Wikimedia Commons