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  2. Vertex (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Vertex_(computer_graphics)

    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). These values are given meaning by a material description. In real-time rendering these properties are used by a vertex shader or vertex pipeline.

  3. Graph coloring - Wikipedia

    en.wikipedia.org/wiki/Graph_coloring

    A graph has a k-coloring if and only if it has an acyclic orientation for which the longest path has length at most k; this is the Gallai–Hasse–Roy–Vitaver theorem (NešetÅ™il & Ossona de Mendez 2012). For planar graphs, vertex colorings are essentially dual to nowhere-zero flows. About infinite graphs, much less is known.

  4. Digital differential analyzer (graphics algorithm) - Wikipedia

    en.wikipedia.org/wiki/Digital_differential...

    Similar calculations are carried out to determine pixel positions along a line with negative slope. Thus, if the absolute value of the slope is less than 1, we set dx=1 if x s t a r t < x e n d {\displaystyle x_{\rm {start}}<x_{\rm {end}}} i.e. the starting extreme point is at the left.

  5. Convex function - Wikipedia

    en.wikipedia.org/wiki/Convex_function

    In mathematics, a real-valued function is called convex if the line segment between any two distinct points on the graph of the function lies above or on the graph between the two points. Equivalently, a function is convex if its epigraph (the set of points on or above the graph of the function) is a convex set.

  6. Extreme point - Wikipedia

    en.wikipedia.org/wiki/Extreme_point

    In mathematics, an extreme point of a convex set in a real or complex vector space is a point in that does not lie in any open line segment joining two points of . In linear programming problems, an extreme point is also called vertex or corner point of S . {\displaystyle S.} [ 1 ]

  7. Morph target animation - Wikipedia

    en.wikipedia.org/wiki/Morph_target_animation

    Morph target animation, per-vertex animation, shape interpolation, shape keys, or blend shapes [1] is a method of 3D computer animation used together with techniques such as skeletal animation. In a morph target animation, a "deformed" version of a mesh is stored as a series of vertex positions.

  8. Vertex (graph theory) - Wikipedia

    en.wikipedia.org/wiki/Vertex_(graph_theory)

    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 ...

  9. Glossary of graph theory - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_graph_theory

    quasi-line graph A quasi-line graph or locally co-bipartite graph is a graph in which the open neighborhood of every vertex can be partitioned into two cliques. These graphs are always claw-free and they include as a special case the line graphs. They are used in the structure theory of claw-free graphs. quasi-random graph sequence

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