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VERTEX NORMAL

  • Vertex normal
  • Directional vector associated with a vertex

    a vertex normal at a vertex of a polyhedron is a directional vector associated with a vertex, intended as a replacement to the true geometric normal of

    Vertex normal

    Vertex normal

    Vertex_normal

  • Wavefront .obj file
  • Geometry definition file format

    alone – namely, the position of each vertex, the UV position of each texture coordinate vertex, vertex normals, and the faces that make each polygon

    Wavefront .obj file

    Wavefront_.obj_file

  • Normal (geometry)
  • Line or vector perpendicular to a curve or a surface

    components – Mathematical vector components Vertex normal – Directional vector associated with a vertex Mean curvature – Differential geometry measure

    Normal (geometry)

    Normal (geometry)

    Normal_(geometry)

  • Polygon mesh
  • Set of polygons to define the surface of a 3D model

    used by a vertex shader or vertex pipeline. Attributes can include position, color, reflectance, specularity, texture mapping coordinates, normal vectors

    Polygon mesh

    Polygon mesh

    Polygon_mesh

  • Vertex (geometry)
  • Point where two or more curves, lines, or edges meet

    and surface normal. These properties are used in rendering by a vertex shader, part of the vertex pipeline. Vertex arrangement Vertex figure Weisstein

    Vertex (geometry)

    Vertex (geometry)

    Vertex_(geometry)

  • Vertex operator algebra
  • Algebra used in 2D conformal field theories and string theory

    In mathematics, a vertex operator algebra (VOA) is an algebraic structure that plays an important role in two-dimensional conformal field theory and string

    Vertex operator algebra

    Vertex_operator_algebra

  • High-Level Shader Language
  • Shading language

    transforming the vertex from object space to view space, generating texture coordinates, and calculating lighting coefficients such as the vertex's normal, tangent

    High-Level Shader Language

    High-Level Shader Language

    High-Level_Shader_Language

  • ARB assembly language
  • Low-level shading language

    a frame buffer for display. Attrib parameters are per-vertex attributes such as vertex normals. Local parameters are applied across a program's entire

    ARB assembly language

    ARB_assembly_language

  • Shading
  • Depicting depth with levels of darkness

    Determine the normal at each polygon vertex. Apply an illumination model to each vertex to calculate the light intensity from the vertex normal. Interpolate

    Shading

    Shading

    Shading

  • Phong shading
  • Interpolation technique for surface shading

    shading, a normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. The surface normal is interpolated

    Phong shading

    Phong shading

    Phong_shading

  • Shader
  • Type of program in computer graphics

    shaders. The first shader-capable GPUs only supported pixel shading, but vertex shaders were quickly introduced once developers realized the power of shaders

    Shader

    Shader

    Shader

  • Cyberpunk 2077
  • 2020 video game

    slopes was made possible through boosting the overlay texture when the vertex normal looked up; however, this presented complications in ground features

    Cyberpunk 2077

    Cyberpunk_2077

  • Cinema 4D
  • 3D computer graphics software

    (Calculate Simulations via CPU or GPU) Pyro (New Emission Type - Points) Vertex Normal Editing (New Editing Manager) Modeling (New Options and Improvements)

    Cinema 4D

    Cinema_4D

  • Vertex buffer object
  • Feature of OpenGL for storing vertex data

    A vertex buffer object (VBO) is an OpenGL feature that provides methods for uploading vertex data (position, normal vector, color, etc.) to the video

    Vertex buffer object

    Vertex_buffer_object

  • Point-normal triangle
  • The curved point-normal triangle, in short PN triangle, is an interpolation algorithm to retrieve a cubic Bézier triangle from the vertex coordinates of

    Point-normal triangle

    Point-normal_triangle

  • Kőnig's theorem (graph theory)
  • On bipartite matching and vertex cover

    A vertex cover in a graph is a set of vertices that includes at least one endpoint of every edge, and a vertex cover is minimum if no other vertex cover

    Kőnig's theorem (graph theory)

    Kőnig's theorem (graph theory)

    Kőnig's_theorem_(graph_theory)

  • Normal pressure hydrocephalus
  • Medical condition

    Normal pressure hydrocephalus (NPH), also called malresorptive hydrocephalus, is a form of communicating hydrocephalus in which excess cerebrospinal fluid

    Normal pressure hydrocephalus

    Normal_pressure_hydrocephalus

  • .3ds
  • File format used by the Autodesk 3ds Max

    number of vertices and polygons per mesh is limited to 65536. Accurate vertex normals cannot be stored in the .3ds file. Instead "smoothing groups" are used

    .3ds

    .3ds

  • Glossary of computer graphics
  • and caching the results in a texture map or vertex attributes. Typically used for generating lightmaps, normal maps, or low level of detail models. Barycentric

    Glossary of computer graphics

    Glossary_of_computer_graphics

  • Computer graphics lighting
  • Simulation of light in computer graphics

    polygon are a blend of its vertex values. Each vertex is given its own normal consisting of the average of the surface normals of the surrounding polygons

    Computer graphics lighting

    Computer_graphics_lighting

  • STL (file format)
  • File format for 3D printing and scanning

    triangles, each represented as follows: facet normal ni nj nk outer loop vertex v1x v1y v1z vertex v2x v2y v2z vertex v3x v3y v3z endloop endfacet where each

    STL (file format)

    STL (file format)

    STL_(file_format)

  • Norwood scale
  • Scale used to classify male pattern baldness

    cases where hair loss occurs primarily from front to back without distinct vertex involvement. The classification was first introduced by James B. Hamilton

    Norwood scale

    Norwood scale

    Norwood_scale

  • Smoothing group
  • software to estimate the surface normal at any point on the mesh, by averaging the surface normals or vertex normals in the mesh data that describes the

    Smoothing group

    Smoothing_group

  • Cel shading
  • Computer graphics rendering technique used to mimic the look of 2D animation

    translated along their vertex normals in a vertex shader. After drawing the outline, back-face culling is set back to normal to draw the shading and

    Cel shading

    Cel shading

    Cel_shading

  • Normal mapping
  • Texture mapping technique

    the normal map's normal vector with that of the eye (the viewpoint or camera) or the light vector. Since negative z values mean that the vertex is in

    Normal mapping

    Normal mapping

    Normal_mapping

  • Stream processing
  • Computer programming paradigm

    records within streams include: In graphics, each record may consist of vertex, normal, and color information for a triangle. In image processing, each record

    Stream processing

    Stream_processing

  • Polygonal modeling
  • Object modeling method

    popular Phong shading model. Some rendering systems use vertex normals instead of face normals to create a better-looking lighting system at the cost of

    Polygonal modeling

    Polygonal modeling

    Polygonal_modeling

  • Angle
  • Figure formed by two rays meeting at a common point

    line is called a side of the angle, and the point they share is called the vertex of the angle. The term angle is used to denote both geometric figures and

    Angle

    Angle

    Angle

  • Balanced hypergraph
  • graph G = (X+Y, E) is 2-colorable: each edge contains exactly one vertex of X and one vertex of Y, so e.g. X can be colored blue and Y can be colored yellow

    Balanced hypergraph

    Balanced hypergraph

    Balanced_hypergraph

  • Blinn–Phong reflection model
  • Shading algorithm in computer graphics

    The first one is a so-called vertex shader and implements Phong shading, which is used to interpolate the surface normal between vertices. The second

    Blinn–Phong reflection model

    Blinn–Phong_reflection_model

  • Trémaux tree
  • Generalization of depth-first search trees

    depth-first search and connecting each vertex (other than the starting vertex of the search) to the earlier vertex from which it was discovered. The tree

    Trémaux tree

    Trémaux_tree

  • Bladder
  • Organ in vertebrates that collects and stores urine from the kidneys before disposal

    broad fundus (base), a body, an apex, and a neck. The apex (also called the vertex) is directed forward toward the upper part of the pubic symphysis, and from

    Bladder

    Bladder

    Bladder

  • Slow vertex response
  • The slow vertex response (also called SVR or V potential) is an electrochemical signal associated with electrophysiological recordings of the auditory

    Slow vertex response

    Slow_vertex_response

  • Bézier triangle
  • Bézier surface created by control point interpolation

    "Surface Construction with Near Least Square Acceleration based on Vertex Normals on Triangular Meshes" (PDF), in Ollila, Mark (ed.), SIGRAD 2002, pp

    Bézier triangle

    Bézier_triangle

  • Graphics pipeline
  • Procedure to convert 3D scenes to 2D images

    usually larger than available onboard memory. The geometry pipeline and the vertex pipeline are responsible for most of the operations with polygons. These

    Graphics pipeline

    Graphics pipeline

    Graphics_pipeline

  • Monstrous moonshine
  • Monster and modular connection

    moonshine is now known to be underlain by a vertex operator algebra called the moonshine module (or monster vertex algebra) constructed by Igor Frenkel, James

    Monstrous moonshine

    Monstrous moonshine

    Monstrous_moonshine

  • Cayley graph
  • Graph defined from a mathematical group

    element g {\displaystyle g} of G {\displaystyle G} is assigned a vertex: the vertex set of Γ {\displaystyle \Gamma } is identified with G . {\displaystyle

    Cayley graph

    Cayley graph

    Cayley_graph

  • Gouraud shading
  • Interpolation method in computer graphics

    the surface normal of each vertex in a polygonal 3D model is either specified for each vertex or found by averaging the surface normals of the polygons

    Gouraud shading

    Gouraud shading

    Gouraud_shading

  • Transformation matrix
  • Central object in linear algebra; mapping vectors to vectors

    {\displaystyle \mathbf {N} } is the three-dimensional unit vector for the vector normal of the plane. If the L2 norm of a {\displaystyle a} , b {\displaystyle b}

    Transformation matrix

    Transformation_matrix

  • Multi-material 3D printing
  • 3D printing technique

    multiple files for the same 3D objects. OBJ vertices, texture mapping, vertex normals and faces No Multi-material support can be easily achieved with the

    Multi-material 3D printing

    Multi-material_3D_printing

  • Height
  • Measure of vertical distance

    segment); In a rooted tree, the height of a vertex is the length of the longest downward path to a leaf from that vertex; In algebraic number theory, a "height

    Height

    Height

    Height

  • Back-face culling
  • Only rendering polygons facing towards the camera

    anticommutative, defining the normal in terms of cross product means that the normal direction is dependent on the vertex order (winding): ( V 1 − V 0

    Back-face culling

    Back-face culling

    Back-face_culling

  • Tree (graph theory)
  • Undirected, connected, and acyclic graph

    Similarly, an external vertex (or outer vertex, terminal vertex or leaf) is a vertex of degree 1. A branch vertex in a tree is a vertex of degree at least

    Tree (graph theory)

    Tree (graph theory)

    Tree_(graph_theory)

  • Lightmap
  • Data structure used in lightmapping

    vertex lighting, lighting information is computed per vertex and stored in vertex color attributes. The two techniques may be combined, e.g. vertex color

    Lightmap

    Lightmap

    Lightmap

  • Presentation (obstetrics)
  • Part of a fetus which will emerge first upon birth

    other than a vertex presentation (with the top of the head first). Thus the various presentations are: cephalic presentation (head first): vertex (crown)—the

    Presentation (obstetrics)

    Presentation (obstetrics)

    Presentation_(obstetrics)

  • Sprouts (game)
  • Paper-and-pencil mathematical game

    this cross ends up with a degree 1 vertex. Thus, throughout the game, every face has at least one degree 1 vertex. Yet, the number of degree 1 vertices

    Sprouts (game)

    Sprouts_(game)

  • Feynman diagram
  • Pictorial representation of the behavior of subatomic particles

    ending on a vertex. Lines in a Feynman diagram can now end either on an X vertex, or on an H vertex, and only one line enters an H vertex. The Feynman

    Feynman diagram

    Feynman diagram

    Feynman_diagram

  • Additive manufacturing file format
  • Standard for describing objects for additive manufacturing

    curvature, a vertex can optionally contain a child element <normal> to specify desired surface normal at the location of the vertex. The normal should be

    Additive manufacturing file format

    Additive_manufacturing_file_format

  • Projected normal distribution
  • Probability distribution

    directional statistics, the projected normal distribution (also known as offset normal distribution, angular normal distribution or angular Gaussian distribution)

    Projected normal distribution

    Projected_normal_distribution

  • Quartz Composer
  • Node-based visual programming language

    introduced in version 4.0: Mesh – a collection of vertices and per-vertex normals, texture coordinates and colors in 3-space Interaction – a valueless

    Quartz Composer

    Quartz_Composer

  • Parabola
  • Plane curve: conic section

    symmetry is called the "vertex" and is the point where the parabola is most sharply curved. The distance between the vertex and the focus, measured along

    Parabola

    Parabola

    Parabola

  • List of uniform polyhedra by vertex figure
  • vertex figures obtained by listing the faces adjacent to each vertex (remember that for uniform polyhedra all vertices are the same, that is vertex-transitive)

    List of uniform polyhedra by vertex figure

    List_of_uniform_polyhedra_by_vertex_figure

  • Hamiltonian
  • Topics referred to by the same term

    a dynamical system Hamiltonian path, a path in a graph that visits each vertex exactly once Hamiltonian matrix, a matrix with certain special properties

    Hamiltonian

    Hamiltonian

  • Astrological symbols
  • Symbols denoting astrological concepts

    in the construction of a horoscope/natal chart Vertex Vx or Vx or 🜊 U+1F70A The vertex and anti-vertex are the points where the prime vertical intersects

    Astrological symbols

    Astrological_symbols

  • Per-pixel lighting
  • Computer graphics rendering technique

    to other popular methods of lighting such as vertex lighting, which calculates illumination at each vertex of a 3D model and then interpolates the resulting

    Per-pixel lighting

    Per-pixel_lighting

  • Spherical trigonometry
  • Geometry of figures on the surface of a sphere

    the sphere at the vertex A, or, equivalently, as the angle between the tangents of the great circle arcs where they meet at the vertex. The angles of proper

    Spherical trigonometry

    Spherical trigonometry

    Spherical_trigonometry

  • Graph of groups
  • graph, together with a family of monomorphisms of the edge groups into the vertex groups. There is a unique group, called the fundamental group, canonically

    Graph of groups

    Graph_of_groups

  • Radeon R400 series
  • Series of video cards

    in various ways. The chip came equipped with over double the pixel and vertex pushing resources compared to the Radeon 9800 XT's R360 (a minor evolution

    Radeon R400 series

    Radeon_R400_series

  • Focal length
  • Measure of how strongly an optical system converges or diverges light

    (sF) is the distance from the front focal point of the system (F) to the vertex of the first optical surface (S1). Some authors refer to this as "front

    Focal length

    Focal_length

  • Probability vector
  • Vector with non-negative entries that add up to one

    from the origin to the centroid coincides with the simplex’s normal vector. Each vertex is at an equal Euclidean distance ( n − 1 ) / n {\displaystyle

    Probability vector

    Probability_vector

  • Isosurface
  • Surface representing points of constant value within a volume

    cubes. It retains a dual vertex within the voxel but no longer at the center. Dual contouring leverages the position and normal of where the surface crosses

    Isosurface

    Isosurface

    Isosurface

  • Normal surface
  • called normal disks. Each normal disk is either a triangle which cuts off a vertex of the tetrahedron, or a quadrilateral which separates pairs of vertices

    Normal surface

    Normal surface

    Normal_surface

  • Displacement mapping
  • Computer graphics technique

    Often the displacement direction is also limited to the surface normal at the vertex. While conceptually similar, those polygons are usually a lot larger

    Displacement mapping

    Displacement mapping

    Displacement_mapping

  • F.E.A.R. (video game)
  • 2005 video game

    a per-pixel lighting model, which allows for complex lighting effects. Vertex, pixel, and high-level shaders are also featured in the game. Cutscenes

    F.E.A.R. (video game)

    F.E.A.R._(video_game)

  • Bass–Serre theory
  • Part of the mathematical subject of group theory

    The normal forms theorem immediately implies that the canonical homomorphisms Av → π1(A, T) are injective, so that we can think of the vertex groups

    Bass–Serre theory

    Bass–Serre_theory

  • PLY (file format)
  • File format designed to store three-dimensional data from 3D scanners

    faces in total. After the header, the vertex and face data is listed. The vertex list contains position (x,y,z), normals (nx,ny,nz) and texture coordinates

    PLY (file format)

    PLY_(file_format)

  • Cerebral atrophy
  • Medical condition

    showed atrophy, but four months after treatment the brain was seemingly normal again. As previously mentioned, chronic alcoholism is known to be associated

    Cerebral atrophy

    Cerebral_atrophy

  • Kayles
  • Mathematical game

    generalization of Kayles to graphs, each bowl “knocks down” (removes) a desired vertex and all its neighboring vertices,. Alternatively, this game can be viewed

    Kayles

    Kayles

    Kayles

  • PICA200
  • GPU for mobile devices, used by Nintendo on their 3DS consoles

    programmable vertex processors which can work in parallel. One of those processors, the "primitive engine", can be used as either vertex processor or

    PICA200

    PICA200

  • De Bruijn graph
  • Directed graph representing overlaps between sequences of symbols

    expressed as another vertex by shifting all its symbols by one place to the left and adding a new symbol at the end of this vertex, then the latter has

    De Bruijn graph

    De_Bruijn_graph

  • Tessellation
  • Covering by shapes without overlaps or gaps

    notation is the vertex configuration, which is simply a list of the number of sides of the polygons around a vertex. The square tiling has a vertex configuration

    Tessellation

    Tessellation

    Tessellation

  • Ramsey's theorem
  • Statement in mathematical combinatorics

    edge, (yz), is blue. Firstly, any given vertex will be the middle of either 0 × 5 = 0 (all edges from the vertex are the same colour), 1 × 4 = 4 (four are

    Ramsey's theorem

    Ramsey's_theorem

  • Position (obstetrics)
  • Fetal position in the womb

    delivered first (fetal presentation), there are many possible positions: Vertex presentation with longitudinal lie: Breech presentation with longitudinal

    Position (obstetrics)

    Position_(obstetrics)

  • Path-based strong component algorithm
  • Graph algorithm

    preorder numbers of the vertices. When the depth-first search reaches a vertex v, the algorithm performs the following steps: Set the preorder number of

    Path-based strong component algorithm

    Path-based_strong_component_algorithm

  • Dice
  • Marked objects for finding random numbers

    and three () faces to share a vertex. The faces of a die may be placed clockwise or counterclockwise about this vertex. If the one (), two (), and three

    Dice

    Dice

    Dice

  • Implication graph
  • Directed graph representing a Boolean expression

    composed of vertex set V and directed edge set E. Each vertex in V represents the truth status of a Boolean literal, and each directed edge from vertex u to

    Implication graph

    Implication graph

    Implication_graph

  • Perfect graph theorem
  • Complements of perfect graphs are perfect

    -vertex bipartite graphs, a minimum clique cover takes the form of a maximum matching together with an additional clique for every unmatched vertex, with

    Perfect graph theorem

    Perfect graph theorem

    Perfect_graph_theorem

  • Boolean satisfiability problem
  • Problem of determining if a Boolean formula could be made true

    formula consisting of c clauses, the corresponding graph consists of a vertex for each literal, and an edge between each two non-contradicting literals

    Boolean satisfiability problem

    Boolean_satisfiability_problem

  • Tangent
  • In mathematics, straight line touching a plane curve without crossing it

    two circular arcs meet at a sharp point (a vertex) then there is no uniquely defined tangent at the vertex because the limit of the progression of secant

    Tangent

    Tangent

    Tangent

  • Shading language
  • Graphics programming language

    Previous vertex shading languages (in no particular order) for OpenGL include EXT_vertex_shader, NV_vertex_program, the aforementioned ARB_vertex_program

    Shading language

    Shading_language

  • List of unsolved problems in mathematics
  • n-vertex cubic graph? The reconstruction conjecture and new digraph reconstruction conjecture on whether a graph is uniquely determined by its vertex-deleted

    List of unsolved problems in mathematics

    List_of_unsolved_problems_in_mathematics

  • Corrective lens
  • Type of lens to improve visual perception

    lens. Vertex distance is the space between the front of the eye and the back surface of the lens. In glasses with powers beyond ±4.00D, the vertex distance

    Corrective lens

    Corrective lens

    Corrective_lens

  • Simplex
  • Multi-dimensional generalization of triangle

    k-simplex may be constructed from a regular (k − 1)-simplex by connecting a new vertex to all original vertices by the common edge length. The standard simplex

    Simplex

    Simplex

    Simplex

  • Greater occipital nerve
  • Nerve of the head

    further to supply the skin along the posterior part of the scalp to the vertex. It supplies sensation to the scalp at the top of the head, over the ear

    Greater occipital nerve

    Greater occipital nerve

    Greater_occipital_nerve

  • Complement graph
  • Graph with same nodes as but complementary connections to another

    defined by adding a self-loop to every vertex that does not have one in G, removing its self-loop from every vertex that has one in G, and otherwise using

    Complement graph

    Complement graph

    Complement_graph

  • Clique problem
  • Task of computing complete subgraphs

    single vertex or even the empty set), grow the current clique one vertex at a time by looping through the graph's remaining vertices. For each vertex v that

    Clique problem

    Clique problem

    Clique_problem

  • ATI TruForm
  • Brand name by ATI

    cubic Bezier patch and a separate normal interpolant derived from the triangle's existing vertex positions and normals; in OpenGL, ATI exposed it through

    ATI TruForm

    ATI_TruForm

  • Eccentricity
  • Topics referred to by the same term

    part of a person, as opposed to being "normal" Off-center, in geometry Eccentricity (graph theory) of a vertex in a graph Eccentricity (mathematics),

    Eccentricity

    Eccentricity

  • Micropolygon
  • Computer graphics polygon very small relative to the image being rendered

    might fill each micropolygon with a single color or assign colors on a per-vertex basis. Shaders that operate on micropolygons can process an entire grid

    Micropolygon

    Micropolygon

    Micropolygon

  • Toric variety
  • Algebraic variety containing an algebraic torus

    P} be a polytope. For any vertex v {\displaystyle v} of P {\displaystyle P} , the normal cone of P {\displaystyle P} at vertex v {\displaystyle v} is the

    Toric variety

    Toric_variety

  • Sagittal suture
  • Midline joint of the skull

    the bregma, and the vertex of the skull. The bregma is formed by the intersection of the sagittal and coronal sutures. The vertex is the highest point

    Sagittal suture

    Sagittal suture

    Sagittal_suture

  • Operator product expansion
  • Non-perturbative approach to quantum field theory

    a non-perturbative approach to quantum field theory. One example is the vertex operator algebra, which has been used to construct two-dimensional conformal

    Operator product expansion

    Operator_product_expansion

  • Architectonic and catoptric tessellation
  • Uniform Euclidean 3D tessellations and their duals

    the Platonic, Archimedean, and Catalan tiling of the plane. The singular vertex figure of an architectonic tessellation is the dual of the cell of the corresponding

    Architectonic and catoptric tessellation

    Architectonic and catoptric tessellation

    Architectonic_and_catoptric_tessellation

  • Bore (wind instruments)
  • Interior channel of a wind instrument

    diameter—the cone's vertex. However, actual instrument bores approximate a frustum of a cone. The wavelength produced by the first normal mode is approximately

    Bore (wind instruments)

    Bore (wind instruments)

    Bore_(wind_instruments)

  • Normal polytope
  • Type of polytope in mathematics

    combinatorial commutative algebra, a convex lattice polytope P is called normal if it has the following property: given any positive integer n, every lattice

    Normal polytope

    Normal_polytope

  • Parallel breadth-first search
  • Parallel version of breadth-first search algorithm

    frontier. At the beginning of the BFS algorithm, a given source vertex s is the only vertex in the frontier. All direct neighbors of s are visited in the

    Parallel breadth-first search

    Parallel_breadth-first_search

  • Pascal's triangle
  • Triangular array of the binomial coefficients

    a vertex V, there is one vertex at distance 0 from V (that is, V itself), three vertices at distance 1, three vertices at distance √2 and one vertex at

    Pascal's triangle

    Pascal's_triangle

  • Deferred shading
  • Screen-space shading technique

    shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. It was first suggested by Michael Deering

    Deferred shading

    Deferred shading

    Deferred_shading

  • Skew-symmetric graph
  • Directed graph isomorphic to its own transpose graph

    vertices of G, satisfying the following properties: For every vertex v, σ(v) ≠ v, For every vertex v, σ(σ(v)) = v, For every edge (u,v), (σ(v),σ(u)) must also

    Skew-symmetric graph

    Skew-symmetric_graph

  • Distance-hereditary graph
  • Graph whose induced subgraphs preserve distance

    existing vertex of the graph. Replace any vertex of the graph by a pair of vertices, each of which has the same set of neighbors as the replaced vertex. The

    Distance-hereditary graph

    Distance-hereditary graph

    Distance-hereditary_graph

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