Earlier quoted context omitted.
Ah, I'm an engineer not a theorist. Such degenerate input is unlikely to be a valid use case, can be detected, and I can reject it. Wait until you see the actual heuristic I use for solving voronoi/delaunay in arbitrary topologies. I need to write a blog post on it anyways.
It's very easy to get 4 points on a circle. In 2d space just the four corners of a unit square would do it.
Voronoi Diagram and Delaunay Triangulation in O(nlog(n)) (2020)
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Re: Voronoi Diagram and Delaunay Triangulation in O(nlog(n)) (2020)
#32Earlier quoted context omitted.
It's very easy to get 4 points on a circle. In 2d space just the four corners of a unit square would do it.
On a sphere or modulus space, that just becomes a K4, so it isn't even an edge case, it is the solution that the approximation would generate.
Re: Voronoi Diagram and Delaunay Triangulation in O(nlog(n)) (2020)
#33One of my favorite renderings of this is in this article [1], that shows the relationship between the Delaunay triangulation, Voronoi diagram, a relative neighborhood graph (RNG) and the euclidean minimum spanning tree (EMSP) of a set of 2d points. I have a theory that the union of the edges of the RNG and EMSP could be used for automatic navigation between widgets in a GUI: combining the two, there's always between…
Re: Voronoi Diagram and Delaunay Triangulation in O(nlog(n)) (2020)
#34One of my favorite renderings of this is in this article [1], that shows the relationship between the Delaunay triangulation, Voronoi diagram, a relative neighborhood graph (RNG) and the euclidean minimum spanning tree (EMSP) of a set of 2d points. I have a theory that the union of the edges of the RNG and EMSP could be used for automatic navigation between widgets in a GUI: combining the two, there's always between…
This is pure speculation (graphics algorithms and geometry aren't my strengths), but if you were to do this with a set of 3d points, would we get a relationship between delaunay triangulation (pyramidalization / convex hull?) a relative neighborhood graph, and a minimum spanning tree of 3d points, where combining the RNG and the MST would yield between 1 and 8 edges coming out? (at which point, we could use, say, the…
In 3D space the Delaunay triangulation would produce a bunch of irregular tetrahedra, so the edges coming out from every vertex would vary between a minimum of 3, and a maximum of 12, if I get it right (ref: [1] :-).
The 3D Voronoi cells are another story... I found some implementation that you can play with to see how it looks [2] [3], each cell is of a shape called "convex polytope". It feels like these cells are packed like each of the sub-cubes of a rubik, but I'm not 100% sure :-) ... if that's true, you could jump from each vertex to the next in at most 26 directions? (hand-waves :-p)
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1: https://en.wikipedia.org/wiki/Tetrahedron#/media/File:M_tic....