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  2. 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. VBOs offer substantial performance gains over immediate mode rendering primarily because the data reside in video device memory rather than system memory ...

  3. List of mathematics-based methods - Wikipedia

    en.wikipedia.org/wiki/List_of_mathematics-based...

    Epidemiological methods; Euler's forward method; Explicit and implicit methods (numerical analysis) Finite difference method (numerical analysis) Finite element method (numerical analysis) Finite volume method (numerical analysis) Highest averages method (voting systems) Method of exhaustion; Method of infinite descent (number theory ...

  4. Basic feasible solution - Wikipedia

    en.wikipedia.org/wiki/Basic_feasible_solution

    For example, if is non-basic and its coefficient in is positive, then increasing it above 0 may make larger. If it is possible to do so without violating other constraints, then the increased variable becomes basic (it "enters the basis"), while some basic variable is decreased to 0 to keep the equality constraints and thus becomes non-basic ...

  5. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    Vertex buffer A rendering resource managed by a rendering API holding vertex data. May be connected by primitive indices to assemble rendering primitives such as triangle strips. Also known as a Vertex buffer object in OpenGL. Vertex cache A specialised read-only cache in a graphics processing unit for buffering indexed vertex buffer reads ...

  6. Clipping (computer graphics) - Wikipedia

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

    Clipping, in the context of computer graphics, is a method to selectively enable or disable rendering operations within a defined region of interest. Mathematically, clipping can be described using the terminology of constructive geometry. A rendering algorithm only draws pixels in the intersection between the clip region and the scene model.

  7. Discharging method (discrete mathematics) - Wikipedia

    en.wikipedia.org/wiki/Discharging_method...

    The discharging method is a technique used to prove lemmas in structural graph theory. [1] Discharging is most well known for its central role in the proof of the four color theorem . The discharging method is used to prove that every graph in a certain class contains some subgraph from a specified list.

  8. Back-face culling - Wikipedia

    en.wikipedia.org/wiki/Back-face_culling

    The only way vertex order can change in two dimensions is by reflection. Reflection is an example of involutory function (with respect to vertex order), therefore an even number of reflections will leave the triangle facing the same side, as if no reflections were applied at all. An odd number of reflections will leave the triangle facing the ...

  9. Direct3D - Wikipedia

    en.wikipedia.org/wiki/Direct3D

    Type: Determines the type of resource: surface, volume, texture, cube texture, volume texture, surface texture, index buffer or vertex buffer. Pool: [142] Describes how the resource is managed by the runtime and where it is stored. In the Default pool the resource will exist only in device memory.