Triangles in the context of "Collinearity"

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⭐ Core Definition: Triangles

A triangle is a polygon with three corners and three sides, one of the basic shapes in geometry. The corners, also called vertices, are zero-dimensional points while the sides connecting them, also called edges, are one-dimensional line segments. A triangle has three internal angles, each one bounded by a pair of adjacent edges; the sum of angles of a triangle always equals a straight angle (180 degrees or π radians). The triangle is a plane figure and its interior is a planar region. Sometimes an arbitrary edge is chosen to be the base, in which case the opposite vertex is called the apex; the shortest segment between the base and apex is the height. The area of a triangle equals one-half the product of height and base length.

In Euclidean geometry, any two points determine a unique line segment situated within a unique straight line, and any three points that do not all lie on the same straight line determine a unique triangle situated within a unique flat plane. More generally, four points in three-dimensional Euclidean space determine a solid figure called tetrahedron.

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In this Dossier

Triangles in the context of Quadrature of the Parabola

Quadrature of the Parabola (Greek: Τετραγωνισμὸς παραβολῆς) is a treatise on geometry, written by Archimedes in the 3rd century BC and addressed to his Alexandrian acquaintance Dositheus. It contains 24 propositions regarding parabolas, culminating in two proofs showing that the area of a parabolic segment (the region enclosed by a parabola and a line) is that of a certain inscribed triangle.

It is one of the best-known works of Archimedes, in particular for its ingenious use of the method of exhaustion and in the second part of a geometric series. Archimedes dissects the area into infinitely many triangles whose areas form a geometric progression. He then computes the sum of the resulting geometric series, and proves that this is the area of the parabolic segment. This represents the most sophisticated use of a reductio ad absurdum argument in ancient Greek mathematics, and Archimedes' solution remained unsurpassed until the development of integral calculus in the 17th century, being succeeded by Cavalieri's quadrature formula.

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Triangles in the context of Polygon mesh

In 3D computer graphics and solid modeling, a polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object's surface. It simplifies rendering, as in a wire-frame model. The faces usually consist of triangles (triangle mesh), quadrilaterals (quads), or other simple convex polygons (n-gons). A polygonal mesh may also be more generally composed of concave polygons, or even polygons with holes.

The study of polygon meshes is a large sub-field of computer graphics (specifically 3D computer graphics) and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes includes Boolean logic (Constructive solid geometry), smoothing, and simplification. Algorithms also exist for ray tracing, collision detection, and rigid-body dynamics with polygon meshes. If the mesh's edges are rendered instead of the faces, then the model becomes a wireframe model.

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Triangles in the context of Polygon triangulation

In computational geometry, polygon triangulation is the partition of a polygonal area (simple polygon) P into a set of triangles, i.e., finding a set of triangles with pairwise non-intersecting interiors whose union is P.

Triangulations may be viewed as special cases of planar straight-line graphs. When there are no holes or added points, triangulations form maximal outerplanar graphs.

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