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The article mentions Delanuay triangulation, but it doesn't mention that one way to calculate a Voronoi tesselation is to calculate the Delanuay triangulation first.



Interestingly, the reverse as also very true: A simple and rather effective method to calculate a delaunay triangulation on a set of 2D points on a GPU is to actually calculate the according Voronoi diagram (discretely) into a texture (using jump flooding) and handling the edges between the cells[1][2].

[1]: http://www.cs.utah.edu/~maljovec/files/DT_on_the_GPU_Print.p...

[2]: http://www.comp.nus.edu.sg/~tants/delaunay/GPUDT.pdf


It does however mention going the other way:

> If you create a dual graph of a Voronoi diagram (connect each node to every other node that shares an edge), you end up with a graph that is a Delaunay Triangulation


That's how it's done in QHull, the basis for SciPy's voronoi features.




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