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Multiple edges joining two vertices. In graph theory, multiple edges (also called parallel edges or a multi-edge), are, in an undirected graph, two or more edges that are incident to the same two vertices, or in a directed graph, two or more edges with both the same tail vertex and the same head vertex.
The vertices of triangles are associated not only with spatial position but also with other values used to render the object correctly. Most attributes of a vertex represent vectors in the space to be rendered. These vectors are typically 1 (x), 2 (x, y), or 3 (x, y, z) dimensional and can include a fourth homogeneous coordinate (w).
An undirected graph with three vertices and three edges. In one restricted but very common sense of the term, [1] [2] a graph is an ordered pair = (,) comprising: , a set of vertices (also called nodes or points);
2019-12-17 v 7.71.3626.1 Reallusion: Windows: Animation, film and television previz, videogame asset creation, lighting, visual 3D effects Proprietary: Inventor: 2021-01 v 2021.2.1 Autodesk: Windows: Modeling, computer aided design, rapid prototyping, 3D printing Proprietary: LightWave 3D: 2020-08-07 v 2020.0.2 LightWave Digital macOS, Windows ...
When modelling relations between two different classes of objects, bipartite graphs very often arise naturally. For instance, a graph of football players and clubs, with an edge between a player and a club if the player has played for that club, is a natural example of an affiliation network, a type of bipartite graph used in social network analysis.
The edge-connectivity for a graph with at least 2 vertices is less than or equal to the minimum degree of the graph because removing all the edges that are incident to a vertex of minimum degree will disconnect that vertex from the rest of the graph. [1] For a vertex-transitive graph of degree d, we have: 2(d + 1)/3 ≤ κ(G) ≤ λ(G) = d. [11]
The other edges may be traversed incrementally. The information for each edge therefore resembles a butterfly, hence "winged-edge" meshes. The above figure shows the "box-cylinder" as a winged-edge mesh. The total data for an edge consists of 2 vertices (endpoints), 2 faces (on each side), and 4 edges (winged-edge).
The vertex buffer object specification has been standardized by the OpenGL Architecture Review Board Archived 2011-11-24 at the Wayback Machine as of OpenGL Version 1.5 (in 2003). Similar functionality was available before the standardization of VBOs via the Nvidia-created extension "vertex array range" [1] or ATI's "vertex array object" [2 ...