Once you’ve implemented the Lorenzetto et al. algorithm for polygon tessellation, it’s pretty clear it’s the best one. It’s similar to the GLU tessellator, but it’s *so* much simpler. When floating point error is your nemesis, simpler is usually better.
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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.
4:51 PM - 6 Apr 2018
from South Beach, San Francisco
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