An Algorithm for Triangulating Multiple 3D Polygons
Abstract
We present an algorithm for obtaining a triangulation of multiple, non-planar 3D polygons. The output minimizes additive weights, such as the total triangle areas or the total dihedral angles between adjacent triangles. Our algorithm generalizes a classical method for optimally triangulating a single polygon. The key novelty is a mechanism for avoiding non-manifold outputs for two and more input polygons without compromising optimality. For better performance on real-world data, we also propose an approximate solution by feeding the algorithm with a reduced set of triangles. In particular, we demonstrate experimentally that the triangles in the Delaunay tetrahedralization of the polygon vertices offer a reasonable trade off between performance and optimality.
BibTeX
@article {10.1111:cgf.12182,
journal = {Computer Graphics Forum},
title = {{An Algorithm for Triangulating Multiple 3D Polygons}},
author = {Zou, Ming and Ju, Tao and Carr, Nathan},
year = {2013},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12182}
}
journal = {Computer Graphics Forum},
title = {{An Algorithm for Triangulating Multiple 3D Polygons}},
author = {Zou, Ming and Ju, Tao and Carr, Nathan},
year = {2013},
publisher = {The Eurographics Association and Blackwell Publishing Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12182}
}