[comp.graphics] 3-D triangulation

kyriazis@rpics (George Kyriazis) (01/05/89)

There are known algorithms that can triangulate 2-D points.  My question
is:  Is there any algorithm to do same thing in 3-D (well, whatever gets
closer to it).  

Basically I want to have my points completely connected.  A spanning tree
is not enough.  If I want to find a path between two points, I want to
have a reasonably fast roote between them (meaning with few points).

Is there an algorithm that can help me?  If that information is not enough,
I'll post another article with more details.

Thanks again for any help.


  George Kyriazis
  kyriazis@turing.cs.rpi.edu
  kyriazis@ss0.cicg.rpi.edu
------------------------------

foo@titan.rice.edu (Mark Hall) (01/07/89)

In article <72@rpi.edu> kyriazis@turing.cs.rpi.edu (George Kyriazis) writes:
>
>There are known algorithms that can triangulate 2-D points.  My question
>is:  Is there any algorithm to do same thing in 3-D (well, whatever gets
>closer to it).  
>
>  George Kyriazis
>  kyriazis@turing.cs.rpi.edu
>------------------------------


  Triangulating a plane corresponds to finding tetrahedra in 3D.

  One reference is A. Bowyer, "Computing Dirichlet Tessellations", 
                   Computer J., 24 (1981), pp. 162-166.

  This produces a "Delaunay Tessellation".

  Hope this helps. 

  - mark