Automatic generation of triangular irregular networks using Greedy cuts

Claudio T. Silva, Joseph S B Mitchell, Arie E. Kaufman

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

We propose a new approach to the automatic generation of triangular irregular networks from dense terrain models. We have developed and implemented an algorithm based on the greedy principle used to compute minimum-link paths in polygons. Our algorithm works by taking greedy cuts ('bites') out of a simple closed polygon that bounds the yet-to-be triangulated region. The algorithm starts with a large polygon, bounding the whole extent of the terrain to be triangulated, and works its way inward, performing at each step one of three basic operations: ear cutting, greedy biting, and edge splitting. We give experimental evidence that our method is competitive with current algorithms and has the potential to be faster and to generate many fewer triangles. Also, it is able to keep the structural terrain fidelity at almost no extra cost in running time and it requires very little memory beyond that for the input height array.

Original languageEnglish (US)
Title of host publicationProceedings of the IEEE Visualization Conference
EditorsGregory M. Nielson, Deborah Silver
PublisherIEEE
Pages201-208
Number of pages8
StatePublished - 1995
EventProceedings of the 1995 6th Annual IEEE Conference on Visualization - Atlanta, GA, USA
Duration: Oct 29 1995 → …

Other

OtherProceedings of the 1995 6th Annual IEEE Conference on Visualization
CityAtlanta, GA, USA
Period10/29/95 → …

ASJC Scopus subject areas

  • General Computer Science
  • General Engineering

Fingerprint

Dive into the research topics of 'Automatic generation of triangular irregular networks using Greedy cuts'. Together they form a unique fingerprint.

Cite this