Line graphIn the mathematical discipline of graph theory, the line graph of an undirected graph G is another graph L(G) that represents the adjacencies between edges of G. L(G) is constructed in the following way: for each edge in G, make a vertex in L(G); for every two edges in G that have a vertex in common, make an edge between their corresponding vertices in L(G). The name line graph comes from a paper by although both and used the construction before this.
Planar graphIn graph theory, a planar graph is a graph that can be embedded in the plane, i.e., it can be drawn on the plane in such a way that its edges intersect only at their endpoints. In other words, it can be drawn in such a way that no edges cross each other. Such a drawing is called a plane graph or planar embedding of the graph. A plane graph can be defined as a planar graph with a mapping from every node to a point on a plane, and from every edge to a plane curve on that plane, such that the extreme points of each curve are the points mapped from its end nodes, and all curves are disjoint except on their extreme points.
Graph theoryIn mathematics, graph theory is the study of graphs, which are mathematical structures used to model pairwise relations between objects. A graph in this context is made up of vertices (also called nodes or points) which are connected by edges (also called links or lines). A distinction is made between undirected graphs, where edges link two vertices symmetrically, and directed graphs, where edges link two vertices asymmetrically. Graphs are one of the principal objects of study in discrete mathematics.
Null graphIn the mathematical field of graph theory, the term "null graph" may refer either to the order-zero graph, or alternatively, to any edgeless graph (the latter is sometimes called an "empty graph"). The order-zero graph, K_0, is the unique graph having no vertices (hence its order is zero). It follows that K_0 also has no edges. Thus the null graph is a regular graph of degree zero. Some authors exclude K_0 from consideration as a graph (either by definition, or more simply as a matter of convenience).
Graph (discrete mathematics)In discrete mathematics, and more specifically in graph theory, a graph is a structure amounting to a set of objects in which some pairs of the objects are in some sense "related". The objects correspond to mathematical abstractions called vertices (also called nodes or points) and each of the related pairs of vertices is called an edge (also called link or line). Typically, a graph is depicted in diagrammatic form as a set of dots or circles for the vertices, joined by lines or curves for the edges.
Lattice graphIn graph theory, a lattice graph, mesh graph, or grid graph is a graph whose drawing, embedded in some Euclidean space \mathbb{R}^n, forms a regular tiling. This implies that the group of bijective transformations that send the graph to itself is a lattice in the group-theoretical sense. Typically, no clear distinction is made between such a graph in the more abstract sense of graph theory, and its drawing in space (often the plane or 3D space). This type of graph may more shortly be called just a lattice, mesh, or grid.
Directed graphIn mathematics, and more specifically in graph theory, a directed graph (or digraph) is a graph that is made up of a set of vertices connected by directed edges, often called arcs. In formal terms, a directed graph is an ordered pair where V is a set whose elements are called vertices, nodes, or points; A is a set of ordered pairs of vertices, called arcs, directed edges (sometimes simply edges with the corresponding set named E instead of A), arrows, or directed lines.
Graph rewritingIn computer science, graph transformation, or graph rewriting, concerns the technique of creating a new graph out of an original graph algorithmically. It has numerous applications, ranging from software engineering (software construction and also software verification) to layout algorithms and picture generation. Graph transformations can be used as a computation abstraction. The basic idea is that if the state of a computation can be represented as a graph, further steps in that computation can then be represented as transformation rules on that graph.
Graph databaseA graph database (GDB) is a database that uses graph structures for semantic queries with nodes, edges, and properties to represent and store data. A key concept of the system is the graph (or edge or relationship). The graph relates the data items in the store to a collection of nodes and edges, the edges representing the relationships between the nodes. The relationships allow data in the store to be linked together directly and, in many cases, retrieved with one operation.
Chordal graphIn the mathematical area of graph theory, a chordal graph is one in which all cycles of four or more vertices have a chord, which is an edge that is not part of the cycle but connects two vertices of the cycle. Equivalently, every induced cycle in the graph should have exactly three vertices. The chordal graphs may also be characterized as the graphs that have perfect elimination orderings, as the graphs in which each minimal separator is a clique, and as the intersection graphs of subtrees of a tree.
X3DX3D (Extensible 3D) is a set of royalty-free ISO/IEC standards for declaratively representing 3D computer graphics. X3D includes multiple graphics file formats, programming-language API definitions, and run-time specifications for both delivery and integration of interactive network-capable 3D data. X3D version 4.0 has been approved by Web3D Consortium, and is under final review by ISO/IEC as a revised International Standard (IS). X3D is specifically designed to work across diverse devices by using the Web Architecture.
GraphicsGraphics () are visual s or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, in typesetting and the graphic arts, and in educational and recreational software. Images that are generated by a computer are called computer graphics. Examples are photographs, drawings, line art, mathematical graphs, line graphs, charts, diagrams, typography, numbers, symbols, geometric designs, maps, engineering drawings, or other s.
Computer graphicsComputer graphics deals with generating s and art with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. A great deal of specialized hardware and software has been developed, with the displays of most devices being driven by computer graphics hardware. It is a vast and recently developed area of computer science. The phrase was coined in 1960 by computer graphics researchers Verne Hudson and William Fetter of Boeing.
Transformation matrixIn linear algebra, linear transformations can be represented by matrices. If is a linear transformation mapping to and is a column vector with entries, then for some matrix , called the transformation matrix of . Note that has rows and columns, whereas the transformation is from to . There are alternative expressions of transformation matrices involving row vectors that are preferred by some authors. Matrices allow arbitrary linear transformations to be displayed in a consistent format, suitable for computation.
Graphics cardA graphics card (also called a video card, display card, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a display device such as a monitor. Graphics cards are sometimes called discrete or dedicated graphics cards to emphasize their distinction to integrated graphics processor on the motherboard or the CPU.
Transformation (function)In mathematics, a transformation is a function f, usually with some geometrical underpinning, that maps a set X to itself, i.e. f: X → X. Examples include linear transformations of vector spaces and geometric transformations, which include projective transformations, affine transformations, and specific affine transformations, such as rotations, reflections and translations.
Graphics softwareIn computer graphics, graphics software refers to a program or collection of programs that enable a person to or models visually on a computer. Computer graphics can be classified into two distinct categories: raster graphics and vector graphics, with further 2D and 3D variants. Many graphics programs focus exclusively on either vector or raster graphics, but there are a few that operate on both. It is simple to convert from vector graphics to raster graphics, but going the other way is harder.
3D computer graphics3D computer graphics, sometimes called CGI, 3D-CGI or three-dimensional , are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for the purposes of performing calculations and rendering , usually s but sometimes s. The resulting images may be stored for viewing later (possibly as an animation) or displayed in real time. 3D computer graphics, contrary to what the name suggests, are most often displayed on two-dimensional displays.
Geometric transformationIn mathematics, a geometric transformation is any bijection of a set to itself (or to another such set) with some salient geometrical underpinning. More specifically, it is a function whose domain and range are sets of points — most often both or both — such that the function is bijective so that its inverse exists. The study of geometry may be approached by the study of these transformations. Geometric transformations can be classified by the dimension of their operand sets (thus distinguishing between, say, planar transformations and spatial transformations).
Graphics processing unitA graphics processing unit (GPU) is a specialized electronic circuit initially designed to accelerate computer graphics and (either on a video card or embedded on the motherboards, mobile phones, personal computers, workstations, and game consoles). After their initial design, GPUs were found to be useful for non-graphic calculations involving embarrassingly parallel problems due to their parallel structure. Other non-graphical uses include the training of neural networks and cryptocurrency mining.