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If a geometric shape can be used as a prototile to create a tessellation, the shape is said to tessellate or to tile the plane. The Conway criterion is a sufficient, but not necessary, set of rules for deciding whether a given shape tiles the plane periodically without reflections: some tiles fail the criterion, but still tile the plane. [19]
Tessellations of euclidean and hyperbolic space may also be considered regular polytopes. Note that an 'n'-dimensional polytope actually tessellates a space of one dimension less. For example, the (three-dimensional) platonic solids tessellate the 'two'-dimensional 'surface' of the sphere.
In general, the uniformity is greater than or equal to the number of types of vertices (m ≥ k), as different types of vertices necessarily have different orbits, but not vice versa. Setting m = n = k , there are 11 such tilings for n = 1; 20 such tilings for n = 2; 39 such tilings for n = 3; 33 such tilings for n = 4; 15 such tilings for n ...
In plane geometry, the einstein problem asks about the existence of a single prototile that by itself forms an aperiodic set of prototiles; that is, a shape that can tessellate space but only in a nonperiodic way. Such a shape is called an einstein, a word play on ein Stein, German for "one stone". [2]
In geometry, the triangular tiling or triangular tessellation is one of the three regular tilings of the Euclidean plane, and is the only such tiling where the constituent shapes are not parallelogons. Because the internal angle of the equilateral triangle is 60 degrees, six triangles at a point occupy a full 360 degrees.
In geometry, the hexagonal tiling or hexagonal tessellation is a regular tiling of the Euclidean plane, in which exactly three hexagons meet at each vertex. It has Schläfli symbol of {6,3} or t {3,6} (as a truncated triangular tiling).
In geometry, a bigon, [1] digon, or a 2-gon, is a polygon with two sides and two vertices.Its construction is degenerate in a Euclidean plane because either the two sides would coincide or one or both would have to be curved; however, it can be easily visualised in elliptic space.
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. Especially for real-time rendering , data is tessellated into triangles , for example in OpenGL 4.0 and Direct3D 11 .