On Jul 5, 2011, at 4:51 AM, Daniel Roßberg wrote:

> I'm starting to work on the integration of the facetize feature into
> the C++ API.  There I need a wrapper for the NMG primitive.  Is there
> any additional literature available to get a better understanding of
> the nature of this object?  I've already the "Combinatorial Solid
> Geometry, Boundary Representations and Non-Manifold Geometry" from M.
> Muuss and L. Butler.

Daniel,

NMG is a pretty simple set of structures, although made somewhat cryptic 
through the shorthand API nomenclature.  The API merely reflects the research 
shorthand that the implementation is based off of, though.

The original research may be a little tricky to get your hands on, but there 
are several papers available in addition to the paper you referenced.  There 
should be citations in the paper you mentioned.

NMG is basically an n-manifold implementation of Weiler's radial edge structure 
as it pertained to solid geometry and CSG (via Euler operators).  I believe his 
original paper, published in an old 1988 CAD journal, was entitled "The 
Radial-Edge Structure: A Topological Representation for Non-Manifold Geometric 
Boundary Representations".  

That was followed on by a lot of other research on how to apply radial edge for 
solid modeling and analysis purposes.  That all became the foundation for the 
NMG implementation.  Here are a couple of the follow-on papers readily 
available online, I'm sure there are others:

http://www.nakl.t.u-tokyo.ac.jp/~masuda/papers/cad93.pdf
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.43.9530&rep=rep1&type=pdf

Something to note, most of the API complexity is geared around 3D Euler 
operators (ton of info on the topic will come up in a web search).  The entire 
point of NMG is solidity so that analysis properties are mathematically / 
topologically valid.

The Euler operators provide a means to *guarantee* topological structure 
through change.  That is, it can be used to ensure that a polygonal mesh 
encloses a volume ... or that the volume remains "solid" even after various 
mesh changes are performed ... or that if an object had three holes when you 
started that it still has three and only three holes ... and ... so on.

Cheers!
Sean


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