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Boundary representation

As explained in Geometry for Programmers

A boundary representation is a geometric model that represents a solid through its bounding surfaces, curves, and vertices.

When a CAD model needs smooth, editable surfaces, boundary representation models only the boundary of the object: contours in 2D and surfaces in 3D. Smooth curve and surface pieces are bounded by their own UV-space boundaries, preserving geometric structure without first converting surfaces into vertices or triangles. section 11.0

A surface described directly by f(u, v) → (x, y, z) is already a boundary-representation surface. This differs from a triangle mesh, which approximates a smooth surface with many triangles. Boundary representation dominates CAD and CAE, while triangle meshes favor fast rendering in games, augmented and virtual reality, and computer-generated imagery. section 11.0 section 11.7

A torus in two representations

A torus can be described as one smooth surface or approximated by a triangle mesh of roughly 10,000 triangles. The smooth form preserves precision; the mesh is more suitable where rendering speed matters. Increasing mesh size improves approximation but increases computational cost and can make operations more failure-prone. section 11.0 section 11.7

Figure 11.1 A torus described as a smooth surface (left) and as a triangle mesh of ~10,000 triangles (right)
11-01

Compare the same torus as a smooth boundary surface and as a triangle mesh. section 11.0

How Geometry for Programmers covers it

How deep it goes
Defines contours, surfaces, UV boundaries, and surface functions, then stops short of detailed construction algorithms.
Examples
Uses a torus comparison between a smooth surface and a mesh of approximately 10,000 triangles.
What you can do after
Evaluate representation choices by balancing surface precision, model size, rendering speed, computational cost, and robustness.
How it connects
Connects boundary representation with signed distance functions, triangle meshes, NURBS, CAD, and CAE.

Related concepts

This explainer was generated by Manning's knowledge graph from the text of Geometry for Programmers. The section links point to the parts of the book it draws on.