Search results
Results from the WOW.Com Content Network
20 points and their Voronoi cells (larger version below) In mathematics, a Voronoi diagram is a partition of a plane into regions close to each of a given set of objects. It can be classified also as a tessellation. In the simplest case, these objects are just finitely many points in the plane (called seeds, sites, or generators).
A power diagram of four circles. In computational geometry, a power diagram, also called a Laguerre–Voronoi diagram, Dirichlet cell complex, radical Voronoi tesselation or a sectional Dirichlet tesselation, is a partition of the Euclidean plane into polygonal cells defined from a set of circles.
The Delaunay triangulation of a discrete point set P in general position corresponds to the dual graph of the Voronoi diagram for P. The circumcenters of Delaunay triangles are the vertices of the Voronoi diagram. In the 2D case, the Voronoi vertices are connected via edges, that can be derived from adjacency-relationships of the Delaunay ...
The doubly connected edge list (DCEL), also known as half-edge data structure, is a data structure to represent an embedding of a planar graph in the plane, and polytopes in 3D. This data structure provides efficient manipulation of the topological information associated with the objects in question (vertices, edges, faces).
Voronoi or Dirichlet tilings are tessellations where each tile is defined as the set of points closest to one of the points in a discrete set of defining points. (Think of geographical regions where each region is defined as all the points closest to a given city or post office.) [53] [54] The Voronoi cell for
Animation of Fortune's algorithm, a sweep line technique for constructing Voronoi diagrams. In computational geometry, a sweep line algorithm or plane sweep algorithm is an algorithmic paradigm that uses a conceptual sweep line or sweep surface to solve various problems in Euclidean space. It is one of the critical techniques in computational ...
The jump flooding algorithm (JFA) is a flooding algorithm used in the construction of Voronoi diagrams and distance transforms. The JFA was introduced by Rong Guodong at an ACM symposium in 2006. [1] The JFA has desirable attributes in GPU computation, notably for its efficient performance. However, it is only an approximate algorithm and does ...
You are free: to share – to copy, distribute and transmit the work; to remix – to adapt the work; Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made.