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A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface. Application to 3D models
A vertex configuration can also be represented as a polygonal vertex figure showing the faces around the vertex. This vertex figure has a 3-dimensional structure since the faces are not in the same plane for polyhedra, but for vertex-uniform polyhedra all the neighboring vertices are in the same plane and so this plane projection can be used to visually represent the vertex configuration.
The vertices with any one color form a valid guard set, because every triangle of the polygon is guarded by its vertex with that color. Since the three colors partition the n vertices of the polygon, the color with the fewest vertices defines a valid guard set with at most ⌊ n / 3 ⌋ {\displaystyle \lfloor n/3\rfloor } guards.
A graph with three vertices and three edges. A graph (sometimes called an undirected graph to distinguish it from a directed graph, or a simple graph to distinguish it from a multigraph) [4] [5] is a pair G = (V, E), where V is a set whose elements are called vertices (singular: vertex), and E is a set of unordered pairs {,} of vertices, whose elements are called edges (sometimes links or lines).
Polygons are used in computer graphics to compose images that are three-dimensional in appearance, [1] and are one of the most popular geometric building blocks in computer graphics. [2] Polygons are built up of vertices, and are typically used as triangles.
A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video device for non-immediate-mode rendering.
With index arrays, a mesh is represented by two separate arrays, one array holding the vertices, and another holding sets of three indices into that array which define a triangle. The graphics system processes the vertices first and renders the triangles afterwards, using the index sets working on the transformed data.
For a graph with n vertices, h of which are fixed in position on the outer face, there are two equations for each interior vertex and also two unknowns (the coordinates) for each interior vertex. Therefore, this gives a system of linear equations with 2( n − h ) equations in 2( n − h ) unknowns, the solution to which is a Tutte embedding.