Abstract
Triangle is a robust implementation of two-dimensional constrained Delaunay triangulation and Ruppert's Delaunay refinement algorithm for quality mesh generation. Several implementation issues are discussed, including the choice of triangulation algorithms and data structures, the effect of several variants of the Delaunay refinement algorithm on mesh quality, and the use of adaptive exact arithmetic to ensure robustness with minimal sacrifice of speed. The problem of triangulating a planar straight line graph (PSLG) without introducing new small angles is shown to be impossible for some PSLGs, contradicting the claim that a variant of the Delaunay refinement algorithm solves this problem.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.