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Vertex

A vertex (plural: vertices or vertexes) is a fundamental concept in , denoting a point where two or more lines, curves, edges, or faces intersect or meet. In , vertices form the corners of polygons, polyhedra, and other polygonal shapes, serving as the endpoints of edges and the points from which angles are measured; for instance, in a , the three vertices define its structure and determine properties like angles and side lengths. In , a vertex—also known as a —is a basic unit of a , connected to others via edges, and plays a central in analyzing , degrees (the number of edges incident to a vertex), and algorithms for problems such as shortest paths or network flows. Vertices are essential across various mathematical domains, including polyhedral geometry where they contribute to relating vertices, edges, and faces in convex polyhedra (V - E + F = 2), and in for modeling 3D objects and simulations.

Mathematics

Geometry

In geometry, a is defined as a point where two or more lines, rays, edges, or curves or meet, serving as a fundamental element in the structure of polygons, polyhedra, and other geometric figures. This point marks the of line segments or the corner of a shape, distinguishing it from interior points. In two-dimensional geometry, vertices appear as the corners of polygons; for example, a triangle consists of three vertices connected by straight sides, while a square has four such points forming right angles. Extending to three dimensions, vertices define the corners of polyhedra, such as the eight vertices of a cube or the twelve vertices of a regular icosahedron, one of the Platonic solids where all vertices are equivalent under symmetry. These examples illustrate how vertices provide the discrete points that bound faces and edges in spatial figures. Key properties of vertices include the vertex , which is the angle formed by two rays or edges emanating from the vertex, central to measuring angular relations in polygons and polyhedra. In polyhedra, the of a vertex refers to the number of edges incident to it, influencing the local configuration; for instance, each vertex of a has three. A significant relation involving vertices is Euler's polyhedral formula, V - E + F = 2, where V denotes the number of vertices, E the edges, and F the faces of a homeomorphic to a ; this equation establishes a linking these components. The concept of vertices traces back to ancient in 's Elements (c. 300 BCE), where intersection points of lines and figures form the basis for constructions like equilateral triangles. The English term "vertex" entered geometric usage in the 1560s, borrowed from Latin vertex (plural vertices), meaning "summit," "top," or literally "turning point," originally evoking a .

Graph theory

In graph theory, a , also known as a , serves as the fundamental unit of a , representing discrete elements such as points or entities, while edges connect pairs of vertices to model relations or connections between them. Graphs are abstract structures consisting of a set of vertices V and a set of edges E that them, enabling the study of connectivity and combinatorial properties without regard to spatial embedding. The of a vertex, denoted \deg(v), is defined as the number of edges incident to it, providing a measure of its local connectivity. Vertices can be classified based on their degrees: an isolated vertex has degree 0, meaning it connects to no other vertices and stands alone in the graph; a pendant vertex, also called a leaf, has degree 1 and is connected to exactly one other vertex. Key representations of graphs involving vertices include the adjacency matrix, a square matrix where the entry at row i and column j indicates whether vertices i and j are adjacent (typically 1 if connected, 0 otherwise), and the adjacency list, where each vertex maintains a list of its neighboring vertices for efficient storage and traversal. Important vertex subsets include a vertex cover, a collection of vertices such that every edge is incident to at least one vertex in the set, and an independent set, a subset of vertices with no edges between any pair. A foundational theorem, the handshaking lemma, asserts that the sum of the degrees of all vertices equals twice the number of edges, expressed as \sum_{v \in V} \deg(v) = 2|E|, reflecting the pairwise counting of edge endpoints. Graph theory applies vertices to model real-world networks, such as social or communication systems where vertices represent individuals or devices and edges denote interactions or links, facilitating analysis of information flow and community structure. In scheduling problems, vertices can represent tasks or events, with edges indicating conflicts or dependencies, as in to assign non-overlapping time slots without adjacent conflicts. For instance, the K_n, which has n vertices where every pair is connected by an edge, contains \frac{n(n-1)}{2} edges and exemplifies maximal connectivity, useful in studying fully linked systems like tournament scheduling. Graphs are often visualized geometrically with vertices as points to aid intuition, though the theory remains independent of such embeddings.

Curves and conic sections

In the context of plane curves, a vertex is defined as a point where the reaches a local extremum, equivalently where the of the with respect to is zero. This characterization arises in , distinguishing vertices from other singular points like inflection points where vanishes. For conic sections, the vertex takes on specific geometric interpretations depending on the type. In a parabola, the vertex is the point of midway between the and directrix, representing the extremum of the along its of . The standard vertex form of a parabola's equation is y = a(x - h)^2 + k, where the vertex occurs at (h, k). For an , the vertices are the endpoints of the major , located at a equal to the semi-major length from the center. In a , the vertices lie on the transverse as the closest points to the center on each branch, separated by twice the semi-transverse length. To identify vertices in a general conic section given by the equation Ax^2 + Bxy + Cy^2 + Dx + Ey + F = 0, the curve is first classified by the B^2 - 4AC (negative for ellipses, zero for parabolas, positive for hyperbolas), followed by to eliminate the [xy](/page/XY)-term and to form, yielding standard equations from which vertices are extracted. The algebraic study of conic vertices originated in the 17th century with and , who pioneered to represent conics via coordinate equations, enabling precise determination of vertices through intersection and symmetry properties.

Computer science

Computer graphics

In , a vertex serves as a fundamental representing a point in , typically comprising a vector (x, y, z) along with associated attributes such as normal vectors for surface orientation, texture coordinates for mapping images onto surfaces, and color values for per-vertex . These attributes enable the construction of complex models by defining the geometric and visual properties at discrete points, which are then connected to form primitives like triangles or lines. Within the graphics rendering pipeline, vertices undergo processing primarily in the vertex shader stage, a programmable component in APIs such as OpenGL and Vulkan, where they are transformed using matrices to project from model space into screen coordinates. The transformation typically involves multiplying the vertex position by a model matrix (to position the object in world space), a view matrix (to simulate camera perspective), and a projection matrix (to map to clip space for viewport rendering). This stage outputs the modified vertex data, which is then assembled into primitives and passed to subsequent rasterization and fragment processing. Vertices are commonly stored in vertex buffer objects (VBOs) within meshes, which represent 3D objects as collections of connected ; for instance, a simple might allocate a VBO containing interleaved and color for efficient GPU . In , an advanced technique introduced in 4.x and 11, vertices from low-detail patches are subdivided dynamically by the GPU to generate finer geometry, with the evaluation interpolating attributes like positions across new vertices to enhance surface detail without increasing base model complexity. The processing of vertices has evolved significantly since the 1980s, when early hardware like workstations performed fixed-function transformations via dedicated chips for basic 3D acceleration. In the early 2000s, GPUs such as NVIDIA's 3 introduced programmable vertex shaders, shifting from rigid pipelines to flexible computation on graphics hardware. Modern GPUs now handle massive parallelism, accelerating vertex operations for real-time rendering in applications like video games and simulations. A key concept in vertex processing is the shader's role in position transformation, illustrated by the following pseudocode for a basic vertex shader in GLSL-like syntax:
#version 330 core

layout(location = 0) in vec3 aPos;  // Input vertex position
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main() {
    gl_Position = projection * view * model * vec4(aPos, 1.0);
}
This code multiplies the input by the combined transformation matrices to output the final clip-space . Such s draw from the geometric foundation of vertices as points in to ensure accurate 3D visualization.

Data structures and algorithms

In , vertices form the foundational nodes in data structures, enabling efficient modeling of relationships in networks, dependencies, and problems. The choice of significantly impacts and algorithmic . Adjacency matrices represent graphs as a V \times V two-dimensional , where entry (i, j) indicates an from vertex i to j, providing constant-time O(1) queries for edge existence but consuming O(V^2) space regardless of . This approach suits dense graphs where E \approx V^2, but becomes prohibitive for sparse graphs with fewer edges. Adjacency lists, conversely, store for each vertex a dynamic list or set of its adjacent vertices, achieving O(V + E) space complexity, which scales linearly with the graph's size and is ideal for sparse structures common in real-world applications like social networks or web graphs. Traversing neighbors from a vertex takes O(\deg(v)) time, where \deg(v) is the degree of vertex v, leading to overall O(V + E) time for many operations on sparse graphs. This representation is preferred in modern implementations for its balance of efficiency and flexibility. Fundamental algorithms for processing vertices include breadth-first search (BFS) and depth-first search (DFS), both starting from a designated source vertex to explore the graph. BFS employs a queue to visit vertices level by level, ensuring the shortest path in unweighted graphs and running in O(V + E) time with adjacency lists; it is particularly useful for connectivity queries and finding distances from the source. DFS, using a stack or recursion, delves deeply along each path before backtracking, also achieving O(V + E) time, and supports applications like cycle detection and topological sorting by tracking discovery and finishing times of vertices. These traversals, rooted in mid-20th-century developments, form the basis for more complex graph processing. A key advancement is for shortest paths from a source vertex in graphs with non-negative weights, published by in 1959. It maintains a of vertices ordered by tentative distances, iteratively relaxing edges from the lowest-distance vertex until all are processed, yielding O((V + E) \log V) time with a . for the core procedure is as follows:
1 function Dijkstra(G, source):
2     dist[source] ← 0
3     for each vertex v in G:
4         if v ≠ source:
5             dist[v] ← ∞
6     Q ← [priority_queue](/page/Priority_queue) with all vertices, keyed by dist
7     while Q is not empty:
8         u ← extract_min(Q)
9         if dist[u] = ∞: return  // All remaining vertices unreachable
10        for each neighbor v of u:
11            alt ← dist[u] + weight(u, v)
12            if alt < dist[v]:
13                dist[v] ← alt
14                decrease_key(Q, v, alt)
15    return dist
This method revolutionized network routing and optimization. Advanced problems involving vertices include coloring and . Vertex coloring assigns colors to vertices such that no two adjacent vertices share the same color, minimizing the number of colors (the chromatic number) to solve scheduling tasks like assigning non-conflicting time slots to jobs or exams, where vertices represent entities and edges denote incompatibilities; the problem is NP-hard, with algorithms providing s. The minimum seeks the smallest set of vertices incident to every edge, essential for facility location and error correction, and was proven NP-complete by Richard M. Karp in 1972 through from 3-SAT, establishing its intractability and influencing approximation techniques. The study of vertex-centric algorithms evolved from 1950s foundational work, such as Dijkstra's contributions, through formalized complexity analyses in the 1970s, to contemporary software libraries. , a package initiated in 2002 by Aric Hagberg, Dan Schult, and Pieter Swart, implements efficient vertex representations and algorithms like BFS, DFS, and Dijkstra's, supporting scalable analysis of large graphs in domains from to social sciences.

Physics

Particle physics

In quantum electrodynamics (QED), a vertex refers to the spacetime point at which particles interact, annihilate, or are created, such as when an electron emits or absorbs a photon. This fundamental interaction is described by the Lagrangian term coupling the electromagnetic field to charged matter fields, enabling processes like electron-photon scattering or pair production and annihilation. The concept emerged in the 1940s through the pioneering work of Richard P. Feynman, Julian Schwinger, and Sin-Itiro Tomonaga, who reformulated QED to resolve infinities in earlier quantum field theories and provide a consistent description of electromagnetic interactions. Their contributions, recognized with the 1965 Nobel Prize in Physics, laid the groundwork for modern particle physics by establishing QED as the most precise theory of nature. Feynman diagrams visualize these interactions, with each vertex depicted as a point where three lines meet: two representing lines (e.g., ) and one for the . The Feynman rule for a QED vertex assigns a factor of -i e \gamma^\mu, where e is the electron charge serving as the that quantifies the strength, and \gamma^\mu are the Dirac matrices; the overall amplitude scales with powers of the \alpha = e^2 / 4\pi \approx 1/137. is conserved at each vertex, enforced by a function (2\pi)^4 \delta^4 (p_1 + p_2 + p_3) in the Feynman rules, ensuring the total of incoming and outgoing particles balances. These rules allow perturbative calculations of scattering amplitudes, with tree-level diagrams providing high accuracy for low-energy processes. In high-energy scattering experiments, vertices are reconstructed using specialized vertex detectors in particle colliders like the (LHC). The ATLAS and experiments employ pixel detectors closest to the interaction point, achieving transverse impact parameter resolutions of approximately 10–100 μm in the central region, enabling precise identification of primary and secondary vertices from decays of short-lived particles such as b-hadrons. For instance, ATLAS pixel layers provide primary vertex resolutions of about 11 μm in the and 45 μm longitudinally, crucial for distinguishing signal events from backgrounds in searches for new physics. These detectors operate in intense radiation environments, maintaining performance through radiation-hard silicon sensors and fast readout systems.

Optics and classical mechanics

In optics, the vertex of a or mirror is the point where the intersects the curved surface, serving as the reference point for ray tracing and paraxial approximations. This location is critical for defining the optical center in thin lenses, where incoming parallel rays converge or diverge relative to the vertex. For mirrors, the vertex marks the midpoint of the reflective surface along the axis, influencing the as half the . The thin lens equation, which governs image formation, relates the object distance u, image distance v, and focal length f as \frac{1}{f} = \frac{1}{u} + \frac{1}{v}, with all distances measured from the lens vertex under the paraxial approximation (using the convention where u and v are positive for real objects and images). This equation assumes a negligible lens thickness, where the front and back vertices effectively coincide, simplifying ray calculations for systems like cameras and microscopes. In thicker lenses, separate front and back vertex powers account for the distance between surfaces, adjusting the effective focal length accordingly. Aberrations, such as , manifest at lens vertices due to the mismatch between spherical surface geometry and ideal ray paths, particularly for marginal rays deviating from the paraxial region near the vertex. This effect blurs images by causing peripheral rays to focus closer to the than axial rays, limiting in high-aperture systems. Corrective designs, like aspheric surfaces, minimize such distortions by optimizing away from the vertex. Historically, Isaac Newton's (1704) laid foundational descriptions of lens refractions and image formation, referencing the central surface point—equivalent to the modern vertex—as the site of primary bending for parallel rays entering or exiting the glass. Newton's experiments with prisms and lenses highlighted how surface geometry at this point affects color dispersion and focus, influencing subsequent optical theory. In , the vertex of a in denotes the , or maximum , where vertical is zero midway through the flight. This occurs at time t = \frac{v \sin [\theta](/page/Theta)}{g}, with initial speed v, launch angle \theta, and g, yielding h = \frac{(v \sin \theta)^2}{2g}. The parabolic path arises from constant horizontal combined with linearly decelerating vertical motion under , as derived from kinematic equations. Applications of the parabolic vertex extend to , such as , where the reflector's vertex lies at the dish's center, positioning the feed at the —a fixed along the —to collect parallel incoming signals efficiently. This ensures all rays from distant sources converge precisely at the , maximizing signal strength while minimizing spillover, as seen in Ku-band antennas constructed from for durability. The parabolic form, a conic , optimizes for frequencies in .

Biology and anatomy

Human anatomy

In human anatomy, the vertex refers to the highest point on the cranium, located along the midline on the superior aspect of the skull, typically near the midpoint of the sagittal suture between the bregma (the junction of the coronal and sagittal sutures) and the lambda (the junction of the sagittal and lambdoid sutures). This craniometric landmark forms the apex of the calvaria, or skull vault, and is opposite the chin (menton) in standard anatomical positioning. The vertex is primarily composed of the two parietal bones, with contributions from the frontal bone anteriorly, providing a smooth, curved surface that protects the underlying brain structures, including portions of the superior sagittal sinus. Clinically, the vertex serves as a key reference point in and medical procedures. The menton-vertex distance, measuring head height from the chin to the vertex, is a standard anthropometric dimension used to assess cranial proportions and design protective equipment, such as helmets, where it helps determine fit and coverage to prevent injury during impacts. In , the vertex acts as a for midline approaches, including vertex craniotomies for accessing parasagittal lesions or managing issues, with incisions often planned to avoid vascular structures like the itself. Embryologically, the vertex develops through of the frontal and parietal bones, which fuse along the during postnatal growth. In infants, this region is associated with fontanelles—soft membranous gaps that allow expansion and molding during birth and early development; the at the lies anterior to the vertex and typically closes by 18 months, while the at the is posterior, with the vertex area ossifying progressively to form a rigid by . Pathologically, the vertex is implicated in certain conditions affecting the and . Vertex headaches, characterized by localized to of the head, may arise from , migraines, or neuralgias and are often described as burning or pounding sensations in a circumscribed area. Epidural hematomas at the vertex, though rare (comprising 1-8% of all epidural hematomas), result from causing arterial or venous bleeding between the dura and , frequently involving diastasis of the ; these can present with progressive headaches, altered consciousness, or focal deficits and require prompt surgical evacuation to prevent complications like herniation.

Plant and cellular biology

In botany, the apex is the pointed tip of plant structures such as leaves and petals, often described in morphological terms like acuminate, where the tip tapers gradually to a sharp point; the "vertex" is occasionally used in leaf architecture to denote the specific point at the where is measured. This feature is crucial in leaf architecture, classifying shapes that influence light capture and water shedding, with acuminate apices common in species adapted to humid environments. For instance, in , leaf vertices form during early development, where oriented cell divisions and gradients shape the apical margin. Plant vertices play a key role in , the directional growth response to light, as the leaf apex houses photoreceptors like phototropins that detect and initiate redistribution for blade flattening and orientation. This apical sensitivity optimizes by aligning leaves perpendicular to light sources, preventing shading among crowded foliage. In cellular biology, vertices denote the tricellular junctions in epithelial tissues, where three cells converge at points enriched with specialized proteins forming tight junctions. These tricellular vertices, distinct from bicellular contacts, feature proteins like tricellulin that seal the paracellular pathway, preventing leakage of ions and macromolecules. Tricellular vertices contribute to epithelial barrier formation by organizing actomyosin rings that contract to maintain tissue integrity under mechanical stress, essential for functions like nutrient absorption in plant roots or ion homeostasis in leaf epidermis. In Arabidopsis leaf development, vertex models simulate these junctions as geometric points to predict cell rearrangements, analogous to polygonal networks in tissue morphogenesis. Visualization of such vertices often employs transmission electron microscopy (TEM), which reveals the ultrastructure of tight junction strands at tricellular points in epithelial sections.

Businesses and organizations

Vertex Pharmaceuticals

Vertex Pharmaceuticals Incorporated is a biopharmaceutical company founded in 1989 in Cambridge, Massachusetts, by Joshua Boger, a chemist with prior experience at Merck & Co. and Novartis. The company pioneered the use of structure-based drug design in biotechnology, leveraging computational modeling and X-ray crystallography to rationally design small-molecule drugs targeting specific protein structures, rather than relying on traditional high-throughput screening or combinatorial chemistry. This approach marked Vertex as the first biotech firm to explicitly prioritize rational drug design, setting a new standard for precision in pharmaceutical development. From its inception, Vertex has focused on developing transformative therapies for serious genetic diseases, particularly through small-molecule modulators of disease-causing proteins. Its breakthrough came in cystic fibrosis (CF), a affecting the CFTR protein, where Vertex's CFTR modulators have revolutionized treatment. Key products include Trikafta (elexacaftor/tezacaftor/ivacaftor), approved by the U.S. FDA in October 2019 for s aged 12 and older with at least one F508del mutation in the CFTR gene, addressing approximately 90% of the CF . Trikafta improves lung function and reduces exacerbations by correcting CFTR and function, offering eligible patients over 90% in clinical measures like predicted forced expiratory volume in one second (ppFEV1). Beyond CF, Vertex's pipeline includes gene-editing therapies like Casgevy (exagamglogene autotemcel), approved in 2023 for and transfusion-dependent in collaboration with , targeting the underlying genetic defects in these hemoglobinopathies. Significant milestones include strategic acquisitions to expand into cell and gene therapies, such as the 2019 purchase of Semma Therapeutics for $950 million, which bolstered Vertex's stem cell-derived islet programs for type 1 diabetes. In November 2025, Vertex reported third-quarter financial results, beating estimates on CF demand and new drug launches, and raised its full-year 2025 revenue guidance to $11.9–$12 billion. On November 8, 2025, the company presented updated Phase 1/2 data from the RUBY-3 study, showing a 64% decrease from baseline in proteinuria for IgA nephropathy patients at 48 weeks. As of November 2025, Vertex's market capitalization stands at approximately $111 billion, reflecting its commercial success and robust pipeline in genetic diseases. The company's innovations have transformed CF from a life-limiting condition to one manageable for most patients, with modulator therapies extending life expectancy and improving quality of life for over 90% of eligible individuals through enhanced CFTR modulation.

Vertex Inc.

Vertex, Inc. is a global provider of solutions, specializing in software and services for compliance and automation. Founded in 1978 in , the company initially focused on delivering calculation tools for businesses navigating complex regulatory environments. It went public through an on July 29, 2020, listing on the Global Select Market under the VERX. The company's flagship product, Vertex O Series, is a comprehensive indirect tax software platform designed to automate tax calculation, compliance, reporting, and filing across multiple jurisdictions. This solution centralizes determination for sales, use, and value-added taxes, integrating seamlessly with (ERP) systems, platforms, and billing applications to enable real-time tax processing at the point of transaction. Vertex O Series supports flexible deployment options, including cloud-based and on-premises configurations, and incorporates rich tax content updated regularly to reflect global regulatory changes. Serving more than 10,000 businesses worldwide, including over 60% of companies, Vertex helps clients manage tax obligations efficiently and reduce compliance risks. Vertex has driven innovations in tax technology through AI-powered engines that enhance automation and accuracy in tax compliance processes. For instance, its partnership with Kintsugi introduced an AI-driven solution for tax automation, capable of integrating with various financial systems to streamline data extraction and compliance workflows. The platform's ERP integrations, such as with Oracle Cloud ERP and SAP, allow for automated tax calculations and data mapping to ensure precise handling of VAT-relevant transactions across supply chains. In 2024, Vertex reported annual revenue of $666.8 million, reflecting a 16.5% year-over-year increase, driven by demand for these advanced capabilities. In its third quarter of 2025 results announced in November 2025, Vertex reported double-digit revenue growth and initiated a $150 million Class A common stock repurchase program. Since 2020, Vertex has accelerated its growth amid the broader shift toward in tax operations, expanding its solutions to support compliance in over 195 countries and territories. This includes enhanced global e-invoicing capabilities and new integrations with and procurement systems to facilitate international expansion for multinational enterprises. The company's focus on cloud-native technologies and has positioned it as a key enabler for businesses adapting to evolving digital tax mandates worldwide.

Other companies

The Vertex Companies, founded in 1995 in , , is a global provider of , construction consulting, and services, specializing in and for construction projects. With an expansive presence across the and internationally, the firm supports clients in areas such as claims consulting, environmental investigations, and , having grown to handle over 100,000 projects by 2024. In 2025, it marked its 30th anniversary as a leader in multi-disciplined technical services for the architecture, engineering, and construction () sectors. Vertex Aerospace, LLC, headquartered in , specializes in for applications, including design, analysis, and testing support for and mission hardware. The company has provided critical thermal modeling and simulations for missions, such as the (IMAP) from development through launch, and served as prime thermal support for the (MMS) launched in 2015. The Vertex Group, established in , is a U.S.-based firm offering solutions, including , talent acquisition, and consulting for public and private organizations across various industries. It provides for IT and non-IT sectors, , and technology consulting to help clients build and manage their teams efficiently. Vertex Solutions, a Philippines-based business process outsourcing (BPO) provider, operates call centers focused on (CRM) and contact center services, having launched its initial facility in in June 2002. As part of the growing industry in the , it delivers back-office processes, billing, collections, and analytics support to international clients. As of 2025, , a wholly-owned of Singapore's since 2004, continues to drive tech investments through its global platforms, including a €10 million commitment to Dolphin Semiconductor in April 2025 and the first closing of its fund targeting early-stage innovations. In August 2025, Vertex Ventures led an investment in Hear AI to accelerate its agentic platform.

Other uses

Arts and entertainment

In the realm of music, "Vertex" has appeared as the title of a 1997 hip-hop album by Canadian artist Buck 65, featuring experimental tracks blending spoken-word lyrics with lo-fi beats and samples, such as "The Centaur" and "Driftwood." Released initially on cassette and later reissued, the album reflects the underground hip-hop scene of the late 1990s, emphasizing narrative storytelling over mainstream production. The term has also inspired electronic and ambient music projects, though specific bands or groups named Vertex remain niche, often evoking themes of convergence or peaks through soundscapes. For instance, contemporary releases under the Vertex moniker, like the 2023 EP Galactic Portal by a techno-trance producer, explore spatial and nodal motifs symbolically representing connection points in audio design. In other media, "Vertex" features in video games as both a title and conceptual element. The 2020 multiplayer combat game Vertex, inspired by sci-fi franchises, uses the term to denote pivotal combat nodes and power enhancements that amplify player abilities during duels. Minor references appear in sci-fi narratives, such as anomalous "vertex points" in plots involving dimensional shifts, symbolizing critical junctures or unstable peaks in storylines. Literature employs "vertex" symbolically as a summit or turning point, notably in Korean poetry. Yi Yuksa's 1940s poem "The Vertex" (translated in anthologies like The Vertex: Poems of Yi Yook-sa) portrays it as a harsh, elevated plateau amid exile and resistance, evoking culmination and defiance under colonial oppression. In visual arts, vertices symbolize geometric nodes in abstract and mathematical-inspired works. The 2020s have seen exhibits highlighting this, such as the Joint Mathematics Meetings' art gallery featuring pieces like Anduriel Widmark's polyhedral sculptures, where vertices represent intersectional peaks in form and space. Similarly, the 2022 American Mathematical Society Mathematical Art Exhibition showcased generative geometric art emphasizing vertex structures for conceptual depth. Mathematical inspirations briefly underscore these abstract forms, linking nodal geometry to perceptual harmony. Overall, cultural references to "vertex" maintain a niche following in indie music scenes and experimental media, with no major blockbusters or widespread adaptations as of 2025, preserving its symbolic resonance in creative expressions of peaks and connections.

Technology products and miscellaneous

Vertex is a fully managed, unified platform launched by in May 2021, designed to streamline the development, deployment, and management of ML models, including support for generative workflows. It provides tools for data preparation, model training, tuning, and serving, with integrated access to pre-trained models and AutoML capabilities for non-experts. As of 2025, Vertex has deepened integrations with family of models, such as 2.5 Pro and 2.5 Flash, enabling processing of text, images, audio, and video for advanced applications like agentic and large-scale . In (CAD) software, provides vertex manipulation tools within programs like , allowing users to add, remove, or edit vertices on polylines and polygons to refine geometric shapes and ensure precision in and 3D modeling. These tools include grip editing options for inserting vertices at specific points or simplifying complex polylines by reducing unnecessary vertices, which is essential for optimizing designs in and . Such functionality supports efficient workflow adjustments without altering the overall structure of the model. In astrology, the Vertex is a calculated point in a natal chart representing the intersection of the ecliptic (the apparent path of ) and the prime vertical, located in the and often interpreted as an anti-ascendant or point of fated encounters. It signifies karmic turning points, significant relationships, or external influences beyond personal control, with the opposite Anti-Vertex emphasizing self-directed energies. Contemporary astrological practices, including those in mobile apps like Co-Star and , have helped popularize the Vertex for personal interpretations. In programming, vertex shaders are specialized GPU programs that process individual vertices of geometric data, performing transformations such as position mapping and attribute calculations to prepare data for rendering pipelines. Beyond graphics, they find application in general-purpose for tasks involving spatial data manipulation. Geographically, vertices denote critical points in analysis, such as the highest elevation points or "mountain vertices" in digital elevation models, which are extracted using algorithms like hotspot analysis clustering to identify summits and ridges accurately.

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