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Delaunay triangulation

Programming På svenska → Updated: 2026-10-25

A triangulation that maximises the smallest angle by ensuring no point lies inside any triangle's circumscribed circle.

Boris Delaunay stated the condition in 1934. Of all the ways to triangulate a point set, Delaunay picks the one that avoids long, thin "sliver" triangles — the empty-circle condition forces triangles as well-shaped as possible. It is the geometric dual of the Voronoi diagram.

In games and graphics it's used for terrain (TIN models from height data), for generating well-formed meshes, and as a basis for navmeshes. Common algorithms are Bowyer–Watson (incremental circle tests) and divide-and-conquer. Unlike ear clipping, it cares not just about splitting a surface into triangles, but about the quality of those triangles.

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