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Polygon triangulation

Polygon triangulation is the process of decomposing a simple polygon—a closed polygonal chain without self-intersections—into a set of non-overlapping triangles whose exactly covers the and whose vertices are a of the polygon's vertices, achieved by adding non-crossing diagonals between non-adjacent vertices. Any simple with n ≥ 3 vertices admits at least one such triangulation, which always consists of exactly n-2 triangles and n-3 diagonals. In , polygon triangulation serves as a foundational operation that enables efficient processing of polygonal shapes, facilitating tasks such as visibility computations, shortest path finding, and the application of the art gallery theorem, which bounds the number of vertex guards needed to cover a polygon's interior at ⌊n/3⌋. It finds widespread use in computer graphics for tessellating complex surfaces into renderable triangular meshes, in geographic information systems (GIS) for spatial analysis and map overlay operations, and in finite element analysis for discretizing domains in numerical simulations of physical phenomena. Early algorithms, such as ear clipping, achieve triangulation in O(n2) time by iteratively removing triangular "ears" from the boundary. More efficient approaches decompose the into monotone pieces in O(n log n) time before triangulating each in linear time using a plane sweep method. The optimal , developed by in 1991, triangulates any simple in linear O(n) time through a hierarchical into trapezoids and a careful handling of short diagonals, though it is noted for its complexity and limited practical implementations. Randomized variants, such as Seidel's algorithm, also achieve expected O(n log* n) time with simpler structures.

Fundamentals

Definition and Scope

Polygon triangulation refers to the process of dividing a polygon into a set of non-overlapping triangles that cover its interior exactly, using only the polygon's existing vertices and non-crossing diagonals connecting those vertices. A polygon is defined as a closed chain of line segments that intersect only at their endpoints, forming a Jordan curve without self-intersections. For a simple polygon with n vertices, any such triangulation consists of exactly n-2 triangles and n-3 diagonals. The existence of a triangulation for every simple polygon was first established around 1900 by mathematician Max Dehn, who proved it as part of his work on the , showing that any simple polygon admits a into triangles via successive removal of "ears" (convex vertices where the diagonal between adjacent vertices lies inside the polygon). This foundational result predates the algorithmic focus of , where polygon triangulation emerged as a key problem in the with the development of efficient methods to compute such s. Seminal works include Gary H. Meisters' 1975 proof of the two ears theorem, formalizing the ear-clipping approach, and the 1978 algorithm by Garey, Johnson, Preparata, and Tarjan achieving O(n \log n) . The scope of polygon triangulation in this context is limited to simple polygons, excluding self-intersecting polygons (which may require different techniques) or more general polygonal regions with holes or multiple components, often addressed in or constrained problems. This focus aligns with foundational problems in , where triangulations serve as preprocessing steps for tasks like visibility analysis and area computation, but does not extend to polyhedra or arbitrary point sets.

Basic Properties of Triangulations

A triangulation of a simple with n vertices (n \geq 3) always consists of exactly n-2 triangles and n-3 non-crossing diagonals, regardless of the specific method used to construct it. This invariant arises from the structure of the and the requirement that the added diagonals divide the interior into triangular regions without overlap or external extension. The resulting has n vertices and exactly $2n-3 edges in total, comprising the original n boundary edges plus the n-3 internal diagonals. Geometrically, all triangles in the triangulation lie entirely within the interior of the , sharing edges with either the or other triangles. The diagonals are line segments connecting non-adjacent vertices, confined strictly to the polygon's interior, and they do not intersect except at shared vertices. This ensures the triangulation forms a of the polygon's area without gaps or overlaps. Triangulations are generally not unique for polygons with more than three vertices; multiple sets of non-crossing diagonals can achieve the division into triangles. This multiplicity holds even for polygons, where the number of distinct triangulations is given by the (n-2)-th . For n=3, the itself provides the unique trivial triangulation. As an illustrative example, consider a ABCD with n=4. One triangulation adds the diagonal AC, yielding ABC and ACD. The alternative adds BD, yielding ABD and BCD. These are the only two possible triangulations, confirming the non-uniqueness for n>3.

Triangulation Algorithms for Simple Polygons

Ear Clipping Method

The ear clipping method is an iterative algorithm for triangulating polygons by repeatedly identifying and removing "ears," which are small triangular protrusions on the polygon's boundary. This approach relies on the two ears theorem, which guarantees that any simple polygon with more than three vertices has at least two non-overlapping ears that can be clipped without affecting the interior. Popularized by Gary H. Meisters in his 1975 paper proving the existence of such ears in polygons, the method provides a straightforward way to decompose any simple polygon into triangles using only its vertices. An of a is defined as a v_i (the ear tip) such that the three consecutive vertices v_{i-1}, v_i, and v_{i+1} form a that lies entirely inside the , the diagonal segment between v_{i-1} and v_{i+1} contains no other vertices of the in its interior, and no other vertices of the lie in the interior of the . The v_i must also be , meaning the interior at v_i is less than \pi radians. This definition ensures that clipping the ear removes a without intersecting the polygon's or leaving gaps. The algorithm proceeds as follows: represent the as a list of ; while the polygon has more than three , the boundary to find an by checking each triplet of consecutive against the ear criteria (convexity and no other in the interior of the potential ); upon finding an , add the corresponding to the output list and remove the ear tip , effectively shortening the by one side; repeat until only three remain, which form the final . The naive of this process runs in O(n^3) time for a with n , as finding an requires O(n^2) time in the worst case ( n candidates and O(n) point-in-triangle tests for each), performed n-3 times; however, optimizations like maintaining lists of candidate ears and limiting checks to can achieve O(n^2) time. To illustrate, consider a simple with vertices labeled A(0,0), B(1,1), C(0.5,0.5), D(2,0), and E(1,-1), where C forms a reflex dent. First, identify an at vertex A: the diagonal E to B lies inside and contains no other points, so clip EAB and remove A, yielding EBCDE. Next, vertex B becomes an (diagonal E to C inside), clipping EBC and removing B, leaving ECD. The output triangles are EAB, EBC, and ECD. This example demonstrates how the method handles non-convex shapes by iteratively simplifying the boundary. A basic pseudocode implementation is:
function triangulate(polygon):
    triangles = empty list
    n = length(polygon)
    while n > 3:
        for i = 0 to n-1:
            prev = (i - 1 + n) mod n
            next = (i + 1) mod n
            if is_convex([polygon](/page/Polygon)[i], [polygon](/page/Polygon)[prev], [polygon](/page/Polygon)[next]) and
               no_points_in_triangle([polygon](/page/Polygon)[prev], [polygon](/page/Polygon)[i], [polygon](/page/Polygon)[next]):
                triangles.append([[polygon](/page/Polygon)[prev], [polygon](/page/Polygon)[i], [polygon](/page/Polygon)[next]])
                remove [polygon](/page/Polygon)[i] from list
                n = n - 1
                break
    triangles.append(polygon)  // final triangle
    return triangles
Here, is_convex checks the turn direction (e.g., via ), and no_points_in_triangle verifies no other vertices lie inside the potential ear triangle, typically by point-in-triangle tests. The ear clipping method offers key advantages, including its —requiring only basic geometric primitives like point-in-triangle tests and checks—making it easy to implement in software for applications. It reliably triangulates both and non-convex polygons without needing preprocessing or advanced data structures, though it may produce more skinny triangles in complex cases compared to optimized methods.

Monotone Polygon Triangulation

A , with respect to a such as the y-axis, is a simple whose boundary can be partitioned into two chains connecting the highest and lowest vertices, where each chain is monotone in the y-—meaning the y-coordinates of vertices along each chain are either non-decreasing or non-increasing as traversed from the top to the bottom. This property ensures that any horizontal line intersects the in at most one connected , facilitating efficient processing. Strictly y- exclude horizontal edges to simplify the algorithm, though extensions handle them without affecting asymptotic performance. The of a y-monotone can be achieved in linear time using a stack-based that processes vertices in decreasing order of y-coordinates, systematically adding non-intersecting diagonals to form triangles. First, the vertices from both the left and right s are merged and sorted by y-coordinate (with ties broken by chain membership, favoring the left chain), taking O(n) time where n is the number of vertices. A maintains the current "reflex chain" of unprocessed vertices; it is initialized with the top two vertices. For each subsequent vertex u_j (from the third to the second-last), the algorithm checks whether u_j lies on the same as the stack's top vertex:
  • If on opposite chains, all vertices except the bottom of the stack are popped, and diagonals are added from u_j to each popped , effectively triangulating the region above; the previous and u_j are then pushed onto the .
  • If on the same chain, the top is popped, and while the from u_j to the new top forms a valid diagonal inside the , it is added and the top is popped; the original popped and u_j are pushed.
Finally, diagonals are added from the bottom to all remaining vertices except its adjacent ones, completing the triangulation. This ensures each is pushed and popped at most twice, bounding the total operations to . An alternative linear-time approach, also using a , processes the by greedily adding diagonals to resolve vertices in the chains, confirming the O(n) complexity through of stack operations. For example, consider a y-monotone resembling a chain of quadrilaterals with vertices on one side; starting from the top, the algorithm adds diagonals to connect the current vertex to all visible vertices on the opposite chain, progressively forming triangles and trapezoids that are then subdivided, resulting in a full without crossings. This method's efficiency stems from the monotonicity, which prevents the need for complex intersection checks required in general s.

General Polygon Triangulation

General polygon triangulation addresses the challenge of dividing an arbitrary simple , which may contain reflex vertices and non-monotone chains, into triangles without introducing new vertices. The standard approach involves decomposing the polygon into monotone subpolygons, which can then be triangulated efficiently, achieving an overall time complexity of O(n log n) for a polygon with n vertices. This method extends the techniques for monotone polygons by first resolving non-monotonicity through strategic cuts, ensuring the process remains efficient for general cases. The begins with a of the using a sweep algorithm. Vertical lines (or "walls") are extended from each until they intersect an of the , partitioning the interior into trapezoids—typically with two parallel vertical sides, though some may degenerate into triangles or other quadrilaterals. This step constructs a trapezoid , often represented using a (DCEL) structure to track adjacencies and facilitate subsequent processing. The sweep maintains an active set of edges intersected by the sweep line, updating the as the line progresses from top to bottom, handling events at vertices and intersections in O(n log n) time due to the logarithmic cost of search structures like balanced binary trees. Once the trapezoidal decomposition is obtained, it is converted into a set of subpolygons by identifying and resolving vertices that cause non-monotonicity. vertices are classified as vertices (where the internal exceeds 180 degrees and the adjacent edges point rightward relative to the sweep direction) or merge vertices (similar but pointing leftward). Diagonals are added from these vertices to appropriate non-adjacent vertices on the , effectively cutting away non-monotone portions and forming y-monotone pieces—polygons where boundary chains are monotone with respect to the y-axis. This conversion step also runs in O(n log n) time, leveraging the existing trapezoid to locate suitable diagonal endpoints efficiently. triangulation is then applied as a subroutine to each subpolygon in linear time per piece, completing the overall . An alternative randomized variant, Seidel's algorithm, refines this process using incremental construction for the trapezoidal decomposition, achieving an expected running time of O(n ), where is the —nearly linear for practical n. It builds the decomposition by randomly permuting edges and adding them one by one, resolving conflicts with vertical rays, but maintains the core steps of trapezoid-to-monotone conversion and subsequent . This method is particularly practical for implementation due to its simplicity and avoidance of complex deterministic data structures. For illustration, consider a non-convex heptagon with reflex vertices creating indentations that violate monotonicity. The sweep line would extend vertical walls from each of its seven vertices, yielding a small number of trapezoids (typically O(n)). Adding diagonals at two or three reflex vertices might then split it into two or three y-monotone quadrilaterals or pentagons, each triangulable by connecting vertices along the chains. This example demonstrates how the decomposition handles concavities without excessive fragmentation, preserving efficiency.

Special Polygon Cases

Convex polygons represent a fundamental special case in polygon triangulation, as their structure allows for particularly simple and efficient methods. A is characterized by the absence of reflex vertices, where a reflex vertex is defined as one with an interior angle greater than 180 degrees. In such polygons, every pair of non-adjacent vertices is connected by a diagonal that lies entirely within the , ensuring that any selection of non-intersecting diagonals forms a valid triangulation. One straightforward approach is the fan triangulation, which involves selecting any as the fan center and drawing diagonals from it to all non-adjacent vertices, resulting in n-2 triangles for an n-gon. This method achieves linear , O(n), since verifying the convexity and adding the diagonals requires only a single pass through the vertices. Star-shaped polygons, another special case, are defined by the existence of a non-empty kernel—a convex set of interior points from which every point on the polygon boundary is visible. The kernel ensures that visibility-based diagonals can be drawn without crossing the boundary improperly. If the kernel contains a vertex of the polygon, triangulation proceeds similarly to the convex case by fanning diagonals from that kernel vertex to all non-adjacent vertices, leveraging the full visibility property. For general star-shaped polygons where the kernel may not intersect a vertex, an O(n) algorithm exists that sorts the vertices by polar angle around a point in the kernel and adds diagonals only where visibility is obstructed, effectively decomposing the polygon into triangles using existing vertices. This visibility-driven approach highlights how the kernel simplifies the triangulation process compared to arbitrary simple polygons. Trivial cases further illustrate the spectrum of special polygons. A triangle requires no additional diagonals, as it is already fully triangulated into a single . For a quadrilateral, which has exactly four vertices, triangulation involves adding a single diagonal between the two non-adjacent vertices, dividing it into two s; in quadrilaterals, either diagonal is valid, while in ones, only the internal diagonal may be used to avoid exterior segments. An illustrative example of fanning in a is selecting a on the —equivalent to any —and connecting it to all others, forming a star-like division that exemplifies the method's efficiency and the inherent visibility in convex shapes.

Structural and Graph-Theoretic Aspects

Dual Graph and Compatibility

In the context of a of a simple , the is constructed by representing each triangle as a and connecting two nodes with an if the corresponding triangles share a diagonal. This graph is connected and acyclic, forming a that captures the adjacency structure of the triangles within the . The arises because removing any diagonal separates the polygon into two subpolygons, mirroring the disconnection in the , and the absence of cycles ensures no loops in the 's internal connections. The dual graph exhibits properties that reflect the underlying polygon's structure, with its leaves corresponding to ears—triangles with two boundary edges—and its overall connectivity highlighting the hierarchical decomposition of the polygon. Moreover, the primal graph of the triangulation, consisting of the polygon's vertices and edges including diagonals, is a maximally outerplanar graph, where all vertices lie on the outer face and every internal face is a triangle, maximizing the number of edges for a given number of vertices while maintaining planarity. This characterization underscores the tree-like dual's role in algorithms that traverse or decompose the triangulation, such as those for point location or visibility computations. Two triangulations of the same simple are compatible if they share one or more diagonals, allowing their partial superposition without immediate conflict in the edge set. A key operation for relating or transforming between triangulations is the diagonal flip, which occurs in a formed by two adjacent triangles sharing a diagonal: the flip removes the shared diagonal and adds the other diagonal of the , provided the is and the new diagonal lies inside the . For example, consider a ABCD within a triangulated , initially divided by diagonal AC into triangles ABC and ACD; flipping replaces AC with BD, yielding triangles ABD and BCD, thereby altering the triangulation while preserving the total number of triangles. Diagonal flips enable navigation through the space of all possible , as the flip graph—where vertices represent triangulations and edges denote single flips—is connected for simple polygons, allowing any triangulation to be transformed into any other via a sequence of such operations. This property is leveraged in applications like optimization problems, where iterative flips refine a triangulation toward criteria such as minimum total edge length, and in refinement techniques, which use the dual tree to identify and adjust local structures for improved quality or conformity.

Number of Triangles and Diagonals

In any triangulation of a simple with n vertices (n \geq 3), the number of triangles is fixed at n-2, and the number of diagonals is fixed at n-3. This can be derived using the for faces combined with for s. Consider the triangulation as a planar graph with V = n vertices. The graph has F = (n-2) + 1 = n-1 faces: n-2 internal triangular faces and one external unbounded face bounded by the original n edges. Each internal face has degree 3, and the external face has degree n, so the sum of face degrees is $3(n-2) + n = 4n - 6. Since each edge bounds two faces, $2E = 4n - 6, yielding E = 2n - 3 total edges. states V - E + F = 2 for connected plane graphs, and substituting gives n - (2n-3) + (n-1) = 2, confirming consistency. The number of diagonals is then the internal edges beyond the boundary: E - n = n-3. The number of triangles can also be established by on n. For the base case n=3, the polygon is already one triangle ($3-2=1). Assume true for smaller ; for an n-gon, any includes a diagonal splitting it into subpolygons with n_1 and n_2 vertices where n_1 + n_2 = n + 2 (sharing the diagonal's endpoints). By the inductive hypothesis, the subpolygons triangulate into n_1 - 2 and n_2 - 2 triangles, so the total is (n_1 - 2) + (n_2 - 2) = n - 2. The number of diagonals follows similarly by , as each split adds one diagonal to the sub-triangulations' (n_1 - 3) + (n_2 - 3) = n - 3. The total number of distinct triangulations of a convex n-gon (equivalently, the combinatorial types for simple polygons) is given by the (n-2)-th : C_{n-2} = \frac{1}{n-1} \binom{2n-4}{n-2}. This counts the ways to add n-3 non-crossing diagonals to divide the polygon into n-2 triangles. The formula arises from a recurrence derived by : fix one edge as the base of a triangle in the triangulation, which connects to one of the n-2 possible vertices k (labeling vertices 1 to n with the base between 1 and n), splitting the polygon into a k-gon and an (n-k+1)-gon. The number T_n of triangulations satisfies T_n = \sum_{k=2}^{n-1} T_k T_{n-k+1}, with T_2 = 1 (degenerate case requiring no triangulation) and T_3 = 1, leading to the closed-form expression after solving the recurrence. For example, a pentagon (n=5) has $5-2=3 triangles and $5-3=2 diagonals in any triangulation, and there are C_3 = 5 possible triangulations, corresponding to the five ways to choose two non-crossing diagonals from one vertex or across.

Computational Complexity and Optimality

Time and Space Complexity

The ear clipping method for triangulating simple polygons operates by iteratively identifying and removing ears—triangles formed by three consecutive vertices where the diagonal lies inside the polygon—until only a single triangle remains. This approach has a worst-case of O(n^2), where n is the number of vertices, primarily due to the quadratic cost of scanning the to find valid ears at each of the n-2 iterations. The is O(n), as the algorithm maintains a dynamic list of the polygon's vertices using a simple array or linked structure. For monotone polygons, which have no "turns" away from a reference direction, triangulation algorithms achieve linear . A greedy procedure processes the vertices in boundary order along the monotone direction, adding diagonals from a stack-managed active , resulting in O(n) time. Extending this to general simple polygons involves first decomposing the input into O(n) monotone subpolygons using a plane-sweep to identify and resolve reflex , which requires O(n \log n) time due to the of vertices by coordinates. The subsequent triangulation of these pieces then takes O(n) time, yielding an overall of O(n \log n). In the algebraic of computation, where each node tests the sign of a low-degree in the input coordinates, triangulating a simple has a lower bound of \Omega(n \log n) time in the worst case. This follows from showing that the problem is at least as hard as element uniqueness or , both of which require \Omega(n \log n) tests in this model. All practical triangulation algorithms, including ear clipping and decomposition, use O(n) space by relying on stacks, queues, or doubly-linked lists to manage vertex chains and output triangles without excessive auxiliary . The optimal O(n) time bound for general simple polygons was established in 1991 by Chazelle using a that constructs a hierarchical via polygon cutting and planar separators, though its intricate data structures limit practical implementation.

Minimum Weight Triangulation

The minimum weight (MWT) of a simple seeks a that minimizes the total length of the diagonals added to divide the into triangles, equivalently minimizing the sum of all edge lengths in the resulting since boundary edges are fixed. More generally, weights can be assigned to potential diagonals based on application-specific costs, such as or metrics. For simple polygons, including non-convex ones, the MWT can be computed exactly using dynamic programming in O(n^3) time and O(n^2) space, where the algorithm recursively solves for optimal triangulations of subpolygons defined by vertex subsets. This approach, independently developed by and Klincsek, fills a table of minimum costs for all pairs of vertices by enumerating possible splitting diagonals and combining subproblem solutions. For like polygons, the same cubic-time dynamic programming applies without modification, as all diagonals are valid. For polygons, the problem remains polynomial-time solvable, leveraging the linear-time triangulability of monotone shapes to potentially optimize the implementation, though the standard method achieves O(n^3). In contrast, for unconstrained point sets in the plane (treated as the "general" case without fixed boundary), computing the MWT is NP-hard. Approximation algorithms are particularly relevant for point sets or large-scale instances where exact methods are impractical, including algorithms that iteratively add the shortest possible non-crossing and local search heuristics that iteratively improve a initial triangulation by swapping diagonals to reduce total weight. These methods provide constant-factor guarantees or empirical performance close to optimal, with the approach never exceeding twice the optimum in some analyses. Example: Non-convex Hexagon
Consider a non-convex with vertices labeled 1 through 6, where vertex 4 forms an indentation, making diagonal 2-5 long and spanning the concavity while shorter alternatives like 3-5 and 4-6 exist. An optimal MWT might use diagonals 3-5 and 4-6, yielding a total diagonal length of approximately 3.5 s (assuming unit spacing on the except the indentation), whereas a suboptimal triangulation using 2-5 and 3-6 would total about 4.2 units due to the longer spanning diagonal. This illustrates how concavities favor local short diagonals to minimize weight.
Applications of MWT include VLSI layout design, where minimizing wire lengths in polygonal chip regions reduces signal propagation delays and power consumption. In finite element mesh generation, it produces low-distortion triangulations for simulating physical phenomena like stress analysis, ensuring accurate approximations with minimal computational overhead from long edges.

Triangulation with Steiner Points

Triangulation with Steiner points involves augmenting a simple with additional vertices, called Steiner points, placed in its interior or on its boundary to facilitate a into non-overlapping triangles whose union is the original polygon. These extra points enable the construction of triangulations that can optimize certain quality measures, such as the total Euclidean length of all edges or the minimum in the triangles, which may not be achievable using only the polygon's original vertices. A primary goal in this context is to approximate the infimum of the total weight over all possible Steiner triangulations (MWST), which seeks a triangulation incorporating any number of Steiner points that minimizes the sum of the lengths of the boundary edges (fixed) and internal edges (diagonals and connections to Steiner points); however, a minimizing triangulation does not always exist for finite point sets. This problem can be viewed as an extension of the Euclidean minimum Steiner tree problem, where the objective is to connect the polygon's vertices with minimum total length using extra points, but here the structure must form a full triangulation covering the entire area without gaps or overlaps. The MWST allows for potentially shorter total internal edge lengths compared to standard triangulations, as Steiner points can serve as branching hubs that reduce the need for long direct connections between distant vertices. However, this comes at the cost of increasing the number of vertices and thus the of the resulting . The computational complexity of the MWST remains an open question; it is neither known to be NP-hard nor solvable in polynomial time, despite related problems like the minimum weight triangulation without Steiner points being NP-hard for general point sets. Constant-factor approximation algorithms provide practical solutions. For instance, Eppstein's quadtree-based method computes a triangulation with O(n) Steiner points whose total weight is at most 316 times the optimum, running in O(n log n) time. This approach recursively subdivides the polygon using axis-aligned quadtrees, adding Steiner points at subdivision intersections to ensure no obtuse angles and bounded approximation. Algorithms for MWST often employ iterative insertion techniques, starting with an initial coarse and successively adding Steiner points at optimal locations (e.g., circumcenters or length-minimizing positions) to refine the while reducing weight or improving . For polygons requiring bounded , linear-size triangulations with no angle exceeding 90 degrees can be constructed using Steiner points in time, placing points interior to subpolygons or on boundaries to avoid obtuse triangles. In orthogonal () polygons under the L1 , exact minimum-weight triangulations without Steiner points are computable in time via dynamic programming, and extensions with limited Steiner points for weight minimization can leverage similar techniques, though full arbitrary Steiner cases align with the general open complexity. A representative example is a where the diagonals intersect at a point inside the . Without Steiner points, the minimum-weight triangulation uses the shorter diagonal as the internal edge. Adding a Steiner point at the diagonals' intersection and connecting it to all four vertices forms four triangles, with internal edges consisting of the four segments from vertices to the intersection. While this does not always reduce the total internal length (due to the preserving the original diagonal's shortness), in cases where the is nearly degenerate or part of a larger , such a point can shortcut longer paths, yielding a shorter overall weight by enabling more efficient branching in the triangulation . This illustrates how Steiner points increase vertex count (from 4 to 5) but can enhance edge shortness and angle quality, with all triangles having angles bounded away from 0° and 180° if the original is . In contrast to triangulations without extra points, Steiner-enabled versions permit superior optimization for metrics like total weight or aspect ratios, as the added flexibility in placement avoids forced long diagonals or skinny triangles inherent to the original . However, this introduces challenges in controlling the number of added points, with algorithms typically bounding them at O(n) to maintain efficiency. Seminal contributions, such as those by Bern and Eppstein on , emphasize these benefits in applications like finite element analysis, where quality meshes with few vertices are crucial.

Constrained and Delaunay Triangulations

Constrained triangulation refers to the process of triangulating a simple while ensuring that a specified set of non-crossing edges, known as edges, are included in the resulting triangulation. These constraints typically represent fixed boundaries or features, such as rivers or in geographic data, that must not be subdivided. Algorithms for constrained triangulation extend standard polygon triangulation methods by first verifying the non-crossing property of the constraints and then incorporating them during the triangulation process, often using data structures like union-find to track and ensure between constrained segments and generated diagonals. Delaunay triangulation of a simple is a specific that maximizes the minimum angle among all possible triangulations, achieved by ensuring that the of every contains no other vertices in its interior. This property, known as the empty criterion, makes Delaunay triangulations particularly useful for applications requiring well-shaped triangles, such as finite element . For a simple without interior points, the Delaunay triangulation can be computed in O(n log n) time using divide-and-conquer approaches that recursively triangulate subpolygons and merge them while maintaining the Delaunay property through edge flips. With interior points, incremental algorithms insert points one by one, locating the enclosing via walking methods and then flipping edges to restore the Delaunay condition, also achieving O(n log n) expected time. The (CDT) combines these concepts by producing a that includes all edges and satisfies the Delaunay property wherever possible, meaning triangles are Delaunay except where constraints force deviations. In a CDT, edges may cause some triangles to have points inside their circumcircles, but the remains locally optimal by maximizing angles away from constraints. Seminal work introduced an O(n log n) for CDTs of point sets with constraints, vertices by x-coordinate, triangulating strips recursively, and merging adjacent strips in linear time per strip while respecting constraints through special handling of edges. For polygons with holes and interior points, extensions achieve the same by preprocessing the polygon boundaries as constraints and using hierarchical merging. CDTs preserve the angle-maximizing benefits of Delaunay triangulations while enforcing constraints, leading to robust meshes for applications like geographic information systems (GIS) where boundary features must be preserved in modeling via triangulated irregular networks (TINs). The of a CDT corresponds to a , where cells respect the input edges, though this structure is primarily useful for proximity queries. Computationally, CDTs have similar O(n log n) time and O(n) to unconstrained versions, though dense constraints can increase constant factors; inserting a single constraint segment into an existing CDT can be done in expected linear time relative to the number of crossed edges using randomized incremental methods. As an example, consider a simple with vertices A, B, C, D and a from A to C, forming two triangles ABC and ACD. To make this a CDT, if the circumcircle of ABC contains D, an flip would normally occur in a pure Delaunay setting, but the preserves AC, resulting in a valid that is Delaunay on each side of the . This adjustment ensures the honors the fixed while optimizing angles elsewhere.

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