Publications

View publication

Title Quasi-Delaunay Triangulations Using GPU-Based Edge-Flips
Authors Cristobal Navarro, Eliana Scheihing, Nancy Hitschfeld
Publication date September 2014
Abstract The edge-flip technique has been widely used for
transforming any
existing triangular mesh into a Delaunay mesh. Although several tools for
generating Delaunay triangulations are known, there is no one that offers a
realtime solution capable of maintaining the Delaunay condition on
dynamically changing triangulations and, in particular, one integrable with
the OpenGL rendering pipeline. In this paper we present an iterative
GPGPU-based method capable of improving triangulations under the Delaunay
criterion. Since the algorithm uses an e value to handle co-circular or
close to co-circular point configurations, a low percentage of triangles do
not fulfill the Delaunay condition. We have compared the triangulations
generated by our method with the ones generated by the Triangle software and
by the CGAL library and we obtained less than 0.05 % different triangles for
full random meshes and less than 1 % for noise based ones. Based on our
experimental results, we report speedups from 14x to 50x against
Lawson's sequential algorithm and of approximately 3x against the
CGAL's and Triangle's constructive algorithms when processing full
random triangulations. In our noise based tests we report up to 36x and 27x
of speedup against CGAL and Triangle, respectively.
Pages 36-49
Reference URL View reference page