Abstract

We give an algorithm for triangulatingn-vertex polygonal regions (with holes) so that no angle in the final triangulation measures more than ?/2. The number of triangles in the triangulation is onlyO(n), improving a previous bound ofO(n2), and the running time isO(n log2n). The basic technique used in the algorithm, recursive subdivision by disks, is new and may have wider application in mesh generation. We also report on an implementation of our algorithm.

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