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:

## See also

For how vertices are processed on 3D graphics cards, see shader.