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This number is given by the 5th Catalan number. It is trivial to triangulate any convex polygon in linear time into a fan triangulation, by adding diagonals from one vertex to all other non-nearest neighbor vertices. The total number of ways to triangulate a convex n-gon by non-intersecting diagonals is the (n−2)nd Catalan number, which equals
The triangle shown is the unique isosceles triangle for which there are exactly two perpendicular quadrisections. [ 1 ] In triangle geometry , the Bernoulli quadrisection problem asks how to divide a given triangle into four equal-area pieces by two perpendicular lines.
The area of a triangle can be demonstrated, for example by means of the congruence of triangles, as half of the area of a parallelogram that has the same base length and height. A graphic derivation of the formula T = h 2 b {\displaystyle T={\frac {h}{2}}b} that avoids the usual procedure of doubling the area of the triangle and then halving it.
Bretschneider's formula generalizes Brahmagupta's formula for the area of a cyclic quadrilateral, which in turn generalizes Heron's formula for the area of a triangle.. The trigonometric adjustment in Bretschneider's formula for non-cyclicality of the quadrilateral can be rewritten non-trigonometrically in terms of the sides and the diagonals e and f to give [2] [3]
where ∆(APB) is the area of triangle APB. Denote the segments that the diagonal intersection P divides diagonal AC into as AP = p 1 and PC = p 2, and similarly P divides diagonal BD into segments BP = q 1 and PD = q 2. Then the quadrilateral is tangential if and only if any one of the following equalities are true: [30]
A divide and conquer paradigm to performing a triangulation in d dimensions is presented in "DeWall: A fast divide and conquer Delaunay triangulation algorithm in E d" by P. Cignoni, C. Montani, R. Scopigno. [18] The divide and conquer algorithm has been shown to be the fastest DT generation technique sequentially. [19] [20]
Triangulation (geometry) — subdivision of given region in triangles, or higher-dimensional analogue; Nonobtuse mesh — mesh in which all angles are less than or equal to 90° Point-set triangulation — triangle mesh such that given set of point are all a vertex of a triangle; Polygon triangulation — triangle mesh inside a polygon
Given a convex quadrilateral, the following properties are equivalent, and each implies that the quadrilateral is a trapezoid: It has two adjacent angles that are supplementary, that is, they add up to 180 degrees. The angle between a side and a diagonal is equal to the angle between the opposite side and the same diagonal.