For more info: Lorenzetto et al, “A Fast Trapezoidation Technique for Planar Polygons” https://pdfs.semanticscholar.org/b590/6dd5a48ad8927ea9fadd5110f791f569116e.pdf …
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Another thing I love about this algorithm is that it’s easily extensible to handle curves, self-intersections, duplicated vertices, etc, because it’s so simple. Other techniques usually explode in complexity when you have to handle that stuff.
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Speaking of floating point error, I’m curious what you think about the Unum number format(s)
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I tried implementing Unum's here https://github.com/jrmuizel/pyunum . Regular Unums are more comparable to interval arithmetic and have similar problems. I haven't looked at the subsequent formats as much, but overall I think the proposals need a lot more baking before use.
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Simpler but produces double the amount of vertices which can be a big deal in some cases.
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(I meant double compared to monotone triangulation) I do love how gracefully it handles curves and more importantly hair line type of scenarios, though.
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