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Edge

As explained in Digital Twins in Action

A geometric edge is a line segment connecting two vertices in a polygonal model.

An edge connects two vertices in a 3D mesh. Vertices have x, y, and z coordinates; connected edges bound faces, which form the surface of a polygon mesh. An edge describes geometry, not a relationship between assets in a digital twin. section 7.1 section 5.3.1

A triangular face has three vertices and three edges. Larger planar polygons can use more. Normals serve a different purpose: they indicate a direction perpendicular to a vertex or face for lighting and rendering. section 7.1

Listing 7.1 Definition of a 3D cube in OBJ file format
# Vertices
v -1.0 -1.0  1.0
v  1.0 -1.0  1.0
v  1.0  1.0  1.0
v -1.0  1.0  1.0
v -1.0 -1.0 -1.0
v  1.0 -1.0 -1.0
v  1.0  1.0 -1.0
v -1.0  1.0 -1.0

# Face normals
vn  0.0  0.0  1.0  # Front face normal
vn  1.0  0.0  0.0  # Right face normal
vn  0.0  0.0 -1.0  # Back face normal
vn -1.0  0.0  0.0  # Left face normal
vn  0.0  1.0  0.0  # Top face normal
vn  0.0 -1.0  0.0  # Bottom face normal

# Faces (format: vertex//normal)
f 1//1 2//1 3//1 4//1  # Front face
f 2//2 6//2 7//2 3//2  # Right face
f 6//3 5//3 8//3 7//3  # Back face
f 5//4 1//4 4//4 8//4  # Left face
f 4//5 3//5 7//5 8//5  # Top face
f 5//6 6//6 2//6 1//6  # Bottom face

The OBJ cube lists vertex coordinates, normals, and faces. In the front-face entry, vertices 1 and 2 are consecutive corners, so their connection is an edge; the listing does not declare that edge separately. section 7.1

For a digital-twin model, edges are part of a mesh representation of a surface. Meshes balance visual fidelity, geometric accuracy, and rendering efficiency; point clouds instead use discrete points, while voxel models use volumetric cubes. section 7.1

How Digital Twins in Action covers it

How deep it goes
Defines edges among mesh primitives and illustrates their connections through an OBJ cube, without separate edge declarations or edge-processing algorithms.
Examples
Uses a cube defined by OBJ vertex, normal, and face entries to make its edges identifiable.
What it assumes
Starts with vertices as x, y, and z points before defining edges; it does not require prior knowledge of mesh-file structure.
What you can do after
Build it from scratch by defining vertices, faces, and normals in a text-based 3D model and identifying the edges joining face vertices.
How it connects
Connects vertices to faces and polygons within polygon meshes, alongside normals used for lighting and rendering.

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This explainer was generated by Manning's knowledge graph from the text of Digital Twins in Action. The section links point to the parts of the book it draws on.