Re: Triangualte Point List
Posted: Wed Dec 25, 2013 1:41 am
I've been working with triangulation methods for a while now and I've tried a couple different algorithms.
Some are easier to implement, but lack in the speed department. Others can be tougher to implement, but are very fast.
I'm talking 100,000 points in just a few seconds fast.
I'd say my favorite so far is the Delaunay triangulation which is a commonly used algorithm in this field.
It works with point lists and so far I've never seen a shape it can't triangulate.
The basic version only works for 2D shapes, but by changing circumcircles to circumspheres you can also use it for 3D shapes.
Here's a link if you'd like to read a little about it.
http://en.wikipedia.org/wiki/Delaunay_triangulation
Delaunay triangulation is most likely a little overboard for what your doing though.
No point in doing a lot of extra work if you'll never need it.
So, If your just trying to triangulate a closed bezier-path (like a road).
You could connect the points across from each other and then split that quad into two triangles.
Some are easier to implement, but lack in the speed department. Others can be tougher to implement, but are very fast.
I'm talking 100,000 points in just a few seconds fast.
I'd say my favorite so far is the Delaunay triangulation which is a commonly used algorithm in this field.
It works with point lists and so far I've never seen a shape it can't triangulate.
The basic version only works for 2D shapes, but by changing circumcircles to circumspheres you can also use it for 3D shapes.
Here's a link if you'd like to read a little about it.
http://en.wikipedia.org/wiki/Delaunay_triangulation
Delaunay triangulation is most likely a little overboard for what your doing though.
No point in doing a lot of extra work if you'll never need it.
So, If your just trying to triangulate a closed bezier-path (like a road).
You could connect the points across from each other and then split that quad into two triangles.