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  2. Vertex (computer graphics) - Wikipedia

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

    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

  3. Vertex configuration - Wikipedia

    en.wikipedia.org/wiki/Vertex_configuration

    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.

  4. Art gallery problem - Wikipedia

    en.wikipedia.org/wiki/Art_gallery_problem

    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.

  5. Graph (discrete mathematics) - Wikipedia

    en.wikipedia.org/wiki/Graph_(discrete_mathematics)

    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).

  6. Polygon (computer graphics) - Wikipedia

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

    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.

  7. Vertex buffer object - Wikipedia

    en.wikipedia.org/wiki/Vertex_buffer_object

    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.

  8. Triangle mesh - Wikipedia

    en.wikipedia.org/wiki/Triangle_mesh

    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.

  9. Tutte embedding - Wikipedia

    en.wikipedia.org/wiki/Tutte_embedding

    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.