Efficient and reliable triangulation of polygons

M. Held
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引用次数: 15

Abstract

The author discusses a triangulation algorithm that is based on repeatedly clipping ears of a polygon. The main focus of the work was on designing an algorithm that is (1) completely reliable, (2) easy to implement, and (3) fast in practice. The algorithm was implemented in ANSI C, based on floating-point arithmetic. Due to a series of heuristics that get applied as a back-up for the standard ear-clipping process if the code detects deficiencies in the input polygon, the triangulation code can handle any type of polygonal input data, be it simple or not. Based on his implementation he reports on different strategies (geometric hashing, bounding volume trees) for speeding up the ear-clipping process in practice. The code has been tuned accordingly, and CPU-time statistics document that it tends to be faster than other popular triangulation codes. The code forms the core of a package for triangulating the faces of 3D polyhedra, and it has been successfully incorporated into two industrial graphics packages.
高效可靠的多边形三角剖分
本文讨论了一种基于重复裁剪多边形耳的三角剖分算法。这项工作的主要重点是设计一个(1)完全可靠,(2)易于实现,(3)在实践中快速的算法。该算法是在基于浮点运算的ANSI C语言中实现的。如果代码检测到输入多边形的缺陷,则会应用一系列启发式方法作为标准剪耳过程的备份,因此三角测量代码可以处理任何类型的多边形输入数据,无论简单与否。基于他的实现,他报告了不同的策略(几何哈希,边界体积树)在实践中加速剪耳过程。代码已经进行了相应的调优,cpu时间统计数据表明,它往往比其他流行的三角测量代码更快。该代码构成了用于对3D多面体的面进行三角测量的包的核心,并且已成功地合并到两个工业图形包中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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