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The quickhull algorithm for convex hulls

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TLDR
This article presents a practical convex hull algorithm that combines the two-dimensional Quickhull algorithm with the general-dimension Beneath-Beyond Algorithm, and provides empirical evidence that the algorithm runs faster when the input contains nonextreme points and that it used less memory.
Abstract
The convex hull of a set of points is the smallest convex set that contains the points. This article presents a practical convex hull algorithm that combines the two-dimensional Quickhull algorithm with the general-dimension Beneath-Beyond Algorithm. It is similar to the randomized, incremental algorithms for convex hull and delaunay triangulation. We provide empirical evidence that the algorithm runs faster when the input contains nonextreme points and that it used less memory. computational geometry algorithms have traditionally assumed that input sets are well behaved. When an algorithm is implemented with floating-point arithmetic, this assumption can lead to serous errors. We briefly describe a solution to this problem when computing the convex hull in two, three, or four dimensions. The output is a set of “thick” facets that contain all possible exact convex hulls of the input. A variation is effective in five or more dimensions.

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References
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Computational geometry. an introduction

TL;DR: This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry.
Journal ArticleDOI

Voronoi diagrams—a survey of a fundamental geometric data structure

TL;DR: The Voronoi diagram as discussed by the authors divides the plane according to the nearest-neighbor points in the plane, and then divides the vertices of the plane into vertices, where vertices correspond to vertices in a plane.
Book ChapterDOI

Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator

TL;DR: Triangle as discussed by the authors is a robust implementation of two-dimensional constrained Delaunay triangulation and Ruppert's Delaunayer refinement algorithm for quality mesh generation, and it is shown that the problem of triangulating a planar straight line graph (PSLG) without introducing new small angles is impossible for some PSLGs.
Book

Computational geometry

Proceedings ArticleDOI

Applications of random sampling in computational geometry, II

TL;DR: Asymptotically tight bounds for a combinatorial quantity of interest in discrete and computational geometry, related to halfspace partitions of point sets, are given.
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