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  2. Back-face culling - Wikipedia

    en.wikipedia.org/wiki/Back-face_culling

    In the case of rendering a polygon specified by a list of vertices, this might be calculated by ( V 0 − P ) ⋅ N ≥ 0 {\displaystyle \left(V_{0}-P\right)\cdot N\geq 0} where P is the view point, V 0 is the first vertex of a triangle and N could be calculated as a cross product of two vectors representing sides of the triangle adjacent to V 0

  3. UV mapping - Wikipedia

    en.wikipedia.org/wiki/UV_mapping

    UV texturing is an alternative to projection mapping (e.g., using any pair of the model's X, Y, Z coordinates or any transformation of the position); it only maps into a texture space rather than into the geometric space of the object. The rendering computation uses the UV texture coordinates to determine how to paint the three-dimensional surface.

  4. Polygonal modeling - Wikipedia

    en.wikipedia.org/wiki/Polygonal_modeling

    Two vertices connected by a straight line become an edge. Three vertices, connected to each other by three edges, define a triangle , which is the simplest polygon in Euclidean space . More complex polygons can be created out of multiple triangles, or as a single object with more than 3 vertices.

  5. Tesseract - Wikipedia

    en.wikipedia.org/wiki/Tesseract

    The unit tesseract in a Cartesian coordinate system for 4-dimensional space has two opposite vertices at coordinates [0, 0, 0, 0] and [1, 1, 1, 1], and other vertices with coordinates at all possible combinations of 0 s and 1 s. It is the Cartesian product of the closed unit interval [0, 1] in each axis.

  6. Polygon mesh - Wikipedia

    en.wikipedia.org/wiki/Polygon_mesh

    A position (usually in 3D space) along with other information such as color, normal vector and texture coordinates. edge A connection between two vertices. face A closed set of edges, in which a triangle face has three edges, and a quad face has four edges. A polygon is a coplanar set of faces. In systems that support multi-sided faces ...

  7. Permutohedron - Wikipedia

    en.wikipedia.org/wiki/Permutohedron

    The permutohedron of order n has n! vertices, each of which is adjacent to n − 1 others. The number of edges is ⁠ (n − 1) n! / 2 ⁠, and their length is √ 2. Two connected vertices differ by swapping two coordinates, whose values differ by 1. [3] The pair of swapped places corresponds to the direction of the edge.

  8. Convex hull algorithms - Wikipedia

    en.wikipedia.org/wiki/Convex_hull_algorithms

    Chan's algorithm is used for dimensions 2 and 3, and Quickhull is used for computation of the convex hull in higher dimensions. [9] For a finite set of points, the convex hull is a convex polyhedron in three dimensions, or in general a convex polytope for any number of dimensions, whose vertices are some of the points in the input set. Its ...

  9. Orthogonal coordinates - Wikipedia

    en.wikipedia.org/wiki/Orthogonal_coordinates

    A simple method for generating orthogonal coordinates systems in two dimensions is by a conformal mapping of a standard two-dimensional grid of Cartesian coordinates (x, y). A complex number z = x + iy can be formed from the real coordinates x and y, where i represents the imaginary unit.