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In geometry, a vertex (pl.: vertices or vertexes) is a point where two or more curves, lines, or edges meet or intersect. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedra are vertices.
A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface. Application to 3D models
These are seen as the vertices of the vertex figure. Related to the vertex figure, an edge figure is the vertex figure of a vertex figure. [3] Edge figures are useful for expressing relations between the elements within regular and uniform polytopes. An edge figure will be a (n−2)-polytope, representing the arrangement of facets around a ...
A simple tessellation pipeline rendering a smooth sphere from a crude cubic vertex set using a subdivision method. In computer graphics, tessellation is the dividing of datasets of polygons (sometimes called vertex sets) presenting objects in a scene into suitable structures for rendering.
Example of Carmack's stencil shadowing in Doom 3. Shadow volume is a technique used in 3D computer graphics to add shadows to a rendered scene. It was first proposed by Frank Crow in 1977 [1] as the geometry describing the 3D shape of the region occluded from a light source.
A graph with three vertices and three edges. A graph (sometimes called an undirected graph to distinguish it from a directed graph, or a simple graph to distinguish it from a multigraph) [4] [5] is a pair G = (V, E), where V is a set whose elements are called vertices (singular: vertex), and E is a set of unordered pairs {,} of vertices, whose elements are called edges (sometimes links or lines).
The first three stages of Johnson's algorithm are depicted in the illustration below. The graph on the left of the illustration has two negative edges, but no negative cycles. The center graph shows the new vertex q, a shortest path tree as computed by the Bellman–Ford algorithm with q as starting vertex, and the values h(v) computed at each other node as the length of the shortest path from ...
The columns 'vertices', 'edges', 'radius', 'diameter', 'girth', 'P' (whether the graph is planar), χ (chromatic number) and χ' (chromatic index) are also sortable, allowing to search for a parameter or another.