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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).
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 ...
A unit distance graph with 16 vertices and 40 edges. In mathematics, particularly geometric graph theory, a unit distance graph is a graph formed from a collection of points in the Euclidean plane by connecting two points whenever the distance between them is exactly one.
A depth-first search (DFS) is an algorithm for traversing a finite graph. DFS visits the child vertices before visiting the sibling vertices; that is, it traverses the depth of any particular path before exploring its breadth. A stack (often the program's call stack via recursion) is generally used when implementing the algorithm.
A graph with 6 vertices and 7 edges where the vertex number 6 on the far-left is a leaf vertex or a pendant vertex. In discrete mathematics, and more specifically in graph theory, a vertex (plural vertices) or node is the fundamental unit of which graphs are formed: an undirected graph consists of a set of vertices and a set of edges (unordered pairs of vertices), while a directed graph ...
where V is the number of vertices, E is the number of edges, and F is the number of faces. This equation is known as Euler's polyhedron formula. Thus the number of vertices is 2 more than the excess of the number of edges over the number of faces. For example, since a cube has 12 edges and 6 faces, the formula implies that it has eight vertices.
The primitive graph operations that the algorithm uses are to enumerate the vertices of the graph, to store data per vertex (if not in the graph data structure itself, then in some table that can use vertices as indices), to enumerate the out-neighbours of a vertex (traverse edges in the forward direction), and to enumerate the in-neighbours of a vertex (traverse edges in the backward ...
An even faster method for pre-processing, due to T. Kameda in 1975, [7] can be used if the graph is planar, acyclic, and also exhibits the following additional properties: all 0-indegree and all 0-outdegree vertices appear on the same face (often assumed to be the outer face), and it is possible to partition the boundary of that face into two ...