In Euclidean plane geometry, a quadrilateral is a polygon with four sides (or edges) and four vertices or corners. Sometimes, the term quadrangle is used, by analogy with triangle, and sometimes tetragon for consistency with pentagon (5-sided), hexagon (6-sided) and so on. The word quadrilateral is made of the words quad (meaning "four") and lateral (meaning "of sides"). The origin of the word quadrilateral is from the two Latin words quadri, a variant of four, and latus meaning "side.
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Vertex (geometry)
In geometry, a vertex (plural vertices) is a special kind of point that describes the corners or intersections of geometric shapes.
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Face (geometry)
In geometry, a face of a polyhedron is any of the polygons that make up its boundaries. For example, any of the squares that bound a cube is a face of the cube. The suffix -hedron is derived from the Greek word ¿¿¿¿ (hedra) which means "face". Sometimes, in the case of a pyramid, the term face is understood to exclude the base. The (two-dimensional) polygons that bound higher-dimensional polytopes are also commonly called faces.
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Polygon mesh
A polygon mesh or unstructured grid is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles, quadrilaterals or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes. The study of polygon meshes is a large sub-field of computer graphics and geometric modeling.
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Geometric modeling
Geometric modeling is a branch of applied mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes. The shapes studied in geometric modeling are mostly two- or three-dimensional, although many of its tools and principles can be applied to sets of any finite dimension. Today most geometric modeling is done with computers and for computer-based applications.
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Texture mapping
Texture mapping is a method for adding detail, surface texture, or color to a computer-generated graphic or 3D model. Its application to 3D graphics was pioneered by Dr Edwin Catmull in his Ph.D. thesis of 1974.
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Dynamical simulation
Dynamical simulation, in computational physics, is the simulation of systems of objects that are free to move, usually in three dimensions according to Newton's laws of dynamics, or approximations thereto. Dynamical simulation is used in computer animation to assist animators to produce realistic motion, in industrial design (for example to simulate crashes as an early step in crash testing), and in video games. Body movement is calculated using time integration methods.
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Patch (computing)
A patch is a piece of software designed to fix problems with, or update a computer program or its supporting data. This includes fixing security vulnerabilities and other bugs, and improving the usability or performance. Though meant to fix problems, poorly designed patches can sometimes introduce new problems.
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