Documentation for vtkDelaunay2D

vtkDelaunay2D - create 2D Delaunay triangulation of input points

Super Class: vtkPointSetFilter

Description:

vtkDelaunay2D is a filter that constructs a 2D Delaunay triangulation from a list of input points. These points may be represented by any dataset of type vtkPointSet and subclasses. The output of the filter is a polygonal dataset. Usually the output is a triangle mesh, but if a non-zero alpha distance value is specified (called the "alpha" value), then only triangles, edges, and vertices lying within the alpha radius are output. In other words, non-zero alpha values may result in arbitrary combinations of triangles, lines, and vertices. (The notion of alpha value is derived from Edelsbrunner's work on "alpha shapes".) The 2D Delaunay triangulation is defined as the triangulation that satisfies the Delaunay criterion for n-dimensional simplexes (in this case n=2 and the simplexes are triangles). This criterion states that a circumsphere of each simplex in a triangulation contains only the n+1 defining points of the simplex. (See text for more information.) In two dimensions, this translates into an optimal triangulation. That is, the maximum interior angle of any triangle is less than or equal to that of any possible triangulation. Delaunay triangulations are used to build topological structures from unorganized (or unstructured) points. The input to this filter is a list of points specified in 3D, even though the triangulation is 2D. Thus the triangulation is constructed in the x-y plane, and the z coordinate is ignored (although carried through on output). (If you desire to triangulate in a different plane, you'll have to use the vtkTransformFilter to transform the points into and out of the x-y plane.) The Delaunay triangulation can be numerically sensitive in some cases. To prevent problems, try to avoid injecting points that will result in triangles with bad aspect ratios (1000:1 or greater). In practice this means inserting points that are "widely dispersed", and enables smooth transition of triangle sizes throughout the mesh. (You may even want to add extra points to create a better point distribution.) If numerical problems are present, you will see a warning message to this effect at the end of the triangulation process.

 

Caveats:

Points arranged on a regular lattice (termed degenerate cases) can be triangulated in more than one way (at least according to the Delaunay criterion). The choice of triangulation (as implemented by this algorithm) depends on the order of the input points. The first three points will form a triangle; other degenerate points will not break this triangle. Points that are coincident (or nearly so) may be discarded by the algorithm. This is because the Delaunay triangulation requires unique input points. You can control the definition of coincidence with the "Tolerance" instance variable. The output of the Delaunay triangulation is supposedly a convex hull. In certain cases this implementation may not generate the convex hull. This behavior can be controlled by the Offset instance variable. Offset is a multiplier used to control the size of the initial triangulation. The larger the offset value, the more likely you will generate a convex hull; and the more likely you are to see numerical problems.

 

See Also:

vtkDelaunay3D vtkTransformFilter vtkGaussianSplatter

 

Methods:

void vtkDelaunay2D ()
const char *GetClassName ()
void PrintSelf (unknown & ,vtkIndent )
static vtkDelaunay2D *New ()
void SetAlpha (float )
float GetAlpha ()
void SetTolerance (float )
float GetTolerance ()
void SetOffset (float )
float GetOffset ()
void SetBoundingTriangulation (int )
int GetBoundingTriangulation ()
void BoundingTriangulationOn ()
void BoundingTriangulationOff ()
vtkPolyData *GetOutput ()
void Execute ()

 

Detailed Method Descriptions:

Construct object with Alpha = 0.0; Tolerance = 0.001; Offset = 1.25; BoundingTriangulation turned off.

static vtkDelaunay2D *New ()

Specify alpha (or distance) value to control output of this filter. For a non-zero alpha value, only edges or triangles contained within a sphere centered at mesh vertices will be output. Otherwise, only triangles will be output.

void SetAlpha (float )
float GetAlpha ()

Specify a tolerance to control discarding of closely spaced points. This tolerance is specified as a fraction of the diagonal length of the bounding box of the points.

void SetTolerance (float )
float GetTolerance ()

Specify a multiplier to control the size of the initial, bounding Delaunay triangulation.

void SetOffset (float )
float GetOffset ()

Boolean controls whether bounding triangulation points (and associated triangles) are included in the output. (These are introduced as an initial triangulation to begin the triangulation process. This feature is nice for debugging output.)

void SetBoundingTriangulation (int )
int GetBoundingTriangulation ()
void BoundingTriangulationOn ()
void BoundingTriangulationOff ()

Get the output of this filter.

vtkPolyData *GetOutput ()