Vertex (computer graphics)

A vertex (plural vertices) in computer graphics is a data structure that describes certain attributes, like the position of a point in 2D or 3D space, or multiple points on a surface.

Application to 3D models
3D models are most often represented as triangulated polyhedra forming a triangle mesh. Non-triangular surfaces can be converted to an array of triangles through tessellation. Attributes from the vertices are typically interpolated across mesh surfaces.

Vertex attributes
The vertices of triangles are associated not only with spatial position but also with other values used to render the object correctly. 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 realtime rendering these properties are used by a vertex shader or vertex pipeline.

Such attributes can include:

Position: 2D or 3D coordinates representing a position in space

Color: Typically diffuse or specular RGB values, either representing surface colour or precomputed lighting information.

Reflectance: of the surface at the vertex, e.g. specular exponent, metallicity, fresnel values.

Texture coordinates: Also known as UV coordinates, these control the texture mapping of the surface, possibly for multiple layers. normal vectors: These define an approximated curved surface at the location of the vertex, used for lighting calculations (such as Phong shading), normal mapping, or displacement mapping, and to control subdivision. tangent vectors: These define an approximated curved surface at the location of the vertex, used for lighting calculations (such as Phong shading), normal mapping, or displacement mapping, and to control subdivision.

Blend weights: Bone weights: Weighting for assignment to bones to control deformation in skeletal animation.

Blend shapes: Multiple position vectors may be specified to be blended over time, especially for facial animation.