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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 ...
A polygon ear. One way to triangulate a simple polygon is based on the two ears theorem, as the fact that any simple polygon with at least 4 vertices without holes has at least two "ears", which are triangles with two sides being the edges of the polygon and the third one completely inside it. [5]
If a square mesh has n + 1 points (vertices) per side, there are n squared squares in the mesh, or 2n squared triangles since there are two triangles in a square. There are (n + 1) 2 / 2(n 2) vertices per triangle. Where n is large, this approaches one half. Or, each vertex inside the square mesh connects four edges (lines).
A vertex of an angle is the endpoint where two lines or rays come together. In geometry, a vertex (pl.: vertices or vertexes) is a point where two or more curves, lines, or edges meet or intersect. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedra are vertices. [1] [2] [3]
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.
The circle meets the angle at two points: one on each leg. Using each of these points as a center, draw two circles of the same size. The intersection of the circles (two points) determines a line that is the angle bisector. The proof of the correctness of this construction is fairly intuitive, relying on the symmetry of the problem.
An independent set of ⌊ ⌋ vertices (where ⌊ ⌋ is the floor function) in an n-vertex triangle-free graph is easy to find: either there is a vertex with at least ⌊ ⌋ neighbors (in which case those neighbors are an independent set) or all vertices have strictly less than ⌊ ⌋ neighbors (in which case any maximal independent set must have at least ⌊ ⌋ vertices). [4]
Consider a graph G = (V, E), where V denotes the set of n vertices and E the set of edges. For a (k,v) balanced partition problem, the objective is to partition G into k components of at most size v · (n/k), while minimizing the capacity of the edges between separate components. [1]