
For constrained triangulation, I would check out http://www.cs.cmu.edu/~quake/triangle.html I've found it very useful. Its not so good for voronoi (topologically its of course correct, but the actual segments it generates are sometimes off). But that is because its targeted at mesh generation and not voronoi diagrams. THK On Tue, Apr 10, 2012 at 4:47 PM, Andrii Sydorchuk <sydorchuk.andriy@gmail.com> wrote:
The constrained Delaunay triangulation of polygons is something I'm not sure how to solve using the voronoi diagram of points or segments, though it may be trivial, I just haven't thought it through or looked it up.
I had some thoughts about this already. My basic intuitive idea is that we can construct usual Delaunay triangulation of the initial set of points and endpoints of the segments. Afterwards we could do some edge flipping based on the concrete input segments we have to receive constrained Delaunay triangulation. Intuitive ideas are usually wrong, that's why this would require further investigation. But at least we have something to start with.
Thanks, Andrii
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