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Delaunay triangulation

About: Delaunay triangulation is a research topic. Over the lifetime, 5816 publications have been published within this topic receiving 126615 citations. The topic is also known as: Delone triangulation.


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Proceedings ArticleDOI
01 Jun 1997
TL;DR: In this paper, an empirically efficient parallel two-dimensional Delaunay triangulation program from a theoretically efficient CREW PRAM algorithm is presented. But the resulting implementation is not limited to datasets with a uniform distribution of points, achieves significantly better speedups over good serial code and is widely portable due to its use of MPI as a communication mechanism.
Abstract: Abstract : This paper describes the derivation of an empirically efficient parallel two-dimensional Delaunay triangulation program from a theoretically efficient CREW PRAM algorithm. Compared to previous work, the resulting implementation is not limited to datasets with a uniform distribution of points, achieves significantly better speedups over good serial code, and is widely portable due to its use of MPI as a communication mechanism. Results are presented for a loosely-coupled cluster of workstations, two distributed-memory multicomputers, and a shared-memory multiprocessor. The Machiavelli toolkit used to transform the nested data parallelism inherent in the divide-and-conquer algorithm into achievable task and data parallelism is also described and compared to previous techniques.

40 citations

Journal ArticleDOI
19 Apr 2012-Sensors
TL;DR: A guided wavelet transform (WT) based deployment strategy (WTDS) for 3D terrains, in which the sensor movements are carried out within the mutation phase of the genetic algorithms (GAs) is proposed, which aims to maximize the Quality of Coverage (QoC) of a WSN via deploying a limited number of sensors on a 3D surface.
Abstract: One of the most critical issues of Wireless Sensor Networks (WSNs) is the deployment of a limited number of sensors in order to achieve maximum coverage on a terrain. The optimal sensor deployment which enables one to minimize the consumed energy, communication time and manpower for the maintenance of the network has attracted interest with the increased number of studies conducted on the subject in the last decade. Most of the studies in the literature today are proposed for two dimensional (2D) surfaces; however, real world sensor deployments often arise on three dimensional (3D) environments. In this paper, a guided wavelet transform (WT) based deployment strategy (WTDS) for 3D terrains, in which the sensor movements are carried out within the mutation phase of the genetic algorithms (GAs) is proposed. The proposed algorithm aims to maximize the Quality of Coverage (QoC) of a WSN via deploying a limited number of sensors on a 3D surface by utilizing a probabilistic sensing model and the Bresenham's line of sight (LOS) algorithm. In addition, the method followed in this paper is novel to the literature and the performance of the proposed algorithm is compared with the Delaunay Triangulation (DT) method as well as a standard genetic algorithm based method and the results reveal that the proposed method is a more powerful and more successful method for sensor deployment on 3D terrains.

40 citations

Journal ArticleDOI
TL;DR: A Conforming Delaunay Triangulation (CDT) algorithm based on maximal Poisson disk sampling that works well in practice, and has the blue-noise property, and is also fast and uses little memory.
Abstract: We present a Conforming Delaunay Triangulation (CDT) algorithm based on maximal Poisson disk sampling. Points are unbiased, meaning the probability of introducing a vertex in a disk-free subregion is proportional to its area, except in a neighborhood of the domain boundary. In contrast, Delaunay refinement CDT algorithms place points dependent on the geometry of empty circles in intermediate triangulations, usually near the circle centers. Unconstrained angles in our mesh are between 30? and 120?, matching some biased CDT methods. Points are placed on the boundary using a one-dimensional maximal Poisson disk sampling. Any triangulation method producing angles bounded away from 0? and 180? must have some bias near the domain boundary to avoid placing vertices infinitesimally close to the boundary.Random meshes are preferred for some simulations, such as fracture simulations where cracks must follow mesh edges, because deterministic meshes may introduce non-physical phenomena. An ensemble of random meshes aids simulation validation. Poisson-disk triangulations also avoid some graphics rendering artifacts, and have the blue-noise property.We mesh two-dimensional domains that may be non-convex with holes, required points, and multiple regions in contact. Our algorithm is also fast and uses little memory. We have recently developed a method for generating a maximal Poisson distribution of n output points, where n = ? ( Area / r 2 ) and r is the sampling radius. It takes O ( n ) memory and O ( n log n ) expected time; in practice the time is nearly linear. This, or a similar subroutine, generates our random points. Except for this subroutine, we provably use O ( n ) time and space. The subroutine gives the location of points in a square background mesh. Given this, the neighborhood of each point can be meshed independently in constant time. These features facilitate parallel and GPU implementations. Our implementation works well in practice as illustrated by several examples and comparison to Triangle. Highlights? Conforming Delaunay triangulation algorithm based on maximal Poisson-disk sampling. ? Angles between 30? and 120?. ? Two-dimensional non-convex domains with holes, planar straight-line graphs. ? O ( n ) space, E ( n log n ) time; efficient in practice. Background squares ensure all computations are local.

40 citations

Journal Article
TL;DR: In this paper, the authors consider the problem of approximating normal and feature sizes of a surface from point cloud data that may be noisy and provide new algorithms for practical and reliable norm and feature approximations.
Abstract: We consider the problem of approximating normal and feature sizes of a surface from point cloud data that may be noisy. These problems are central to many applications dealing with point cloud data. In the noise-free case, the normals and feature sizes can be approximated by the centers of a set of unique large Delaunay balls called polar balls. In presence of noise, polar balls do not necessarily remain large and hence their centers may not be good for normal and feature size approximations. Earlier works suggest that some large Delaunay balls can play the role of polar balls. However, these results were short in explaining how the big Delaunay balls should be chosen for reliable approximations and how the approximation error depends on various factors. We provide new analyses that fill these gaps. In particular, they lead to new algorithms for practical and reliable normal and feature approximations.

40 citations

Journal ArticleDOI
TL;DR: This review presents state-of-the-art applications of alpha shape and Delaunay triangulation in the studies on protein-DNA, protein-protein,protein-ligand interactions and protein structure analysis.
Abstract: In recent years, more 3D protein structures have become available, which has made the analysis of large molecular structures much easier. There is a strong demand for geometric models for the study of protein-related interactions. Alpha shape and Delaunay triangulation are powerful tools to represent protein structures and have advantages in characterizing the surface curvature and atom contacts. This review presents state-of-the-art applications of alpha shape and Delaunay triangulation in the studies on protein ^DNA, protein ^ protein, protein ^ ligand interactions and protein structure analysis.

40 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202393
2022203
2021130
2020185
2019204
2018223