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  2. Edge and vertex spaces - Wikipedia

    en.wikipedia.org/wiki/Edge_and_vertex_spaces

    The edge space is the /-vector space freely generated by the edge set E. The dimension of the vertex space is thus the number of vertices of the graph, while the dimension of the edge space is the number of edges. These definitions can be made more explicit.

  3. 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 ...

  4. 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.

  5. 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 ]

  6. 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.

  7. Vertex (geometry) - Wikipedia

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

    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]

  8. Hypergraph - Wikipedia

    en.wikipedia.org/wiki/Hypergraph

    The definition above generalizes from a directed graph to a directed hypergraph by defining the head or tail of each edge as a set of vertices (or ) rather than as a single vertex. A graph is then the special case where each of these sets contains only one element.

  9. Homogeneous coordinates - Wikipedia

    en.wikipedia.org/wiki/Homogeneous_coordinates

    Modern OpenGL and Direct3D graphics cards take advantage of homogeneous coordinates to implement a vertex shader efficiently using vector processors with 4-element registers. [19] [20] For example, in perspective projection, a position in space is associated with the line from it to a fixed point called the center of projection. The point is ...