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Home/ Questions/Q 8678237
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T20:39:54+00:00 2026-06-12T20:39:54+00:00

I’m asking this question out of curiosity, having first tried to implement such an

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I’m asking this question out of curiosity, having first tried to implement such an algorithm before using GLU’s for performance reasons.

I’ve looked into common algorithms (Delaunay, Ear Clipping are often mentioned), but I can’t seem to understand how GLU does its job so well all the time.

Do any of you have interesting papers or articles on that subjects?

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  1. Editorial Team
    Editorial Team
    2026-06-12T20:39:55+00:00Added an answer on June 12, 2026 at 8:39 pm

    There are some notes alongside the source:

    This is only a very brief overview. There is quite a bit of
    additional documentation in the source code itself.

    Goals of robust tesselation

    The tesselation algorithm is fundamentally a 2D algorithm. We
    initially project all data into a plane; our goal is to robustly
    tesselate the projected data. The same topological tesselation is
    then applied to the input data.

    Topologically, the output should always be a tesselation. If the
    input is even slightly non-planar, then some triangles will
    necessarily be back-facing when viewed from some angles, but the goal
    is to minimize this effect.

    The algorithm needs some capability of cleaning up the input data as
    well as the numerical errors in its own calculations. One way to do
    this is to specify a tolerance as defined above, and clean up the
    input and output during the line sweep process. At the very least,
    the algorithm must handle coincident vertices, vertices incident to an
    edge, and coincident edges.

    Phases of the algorithm

    1. Find the polygon normal N.
    2. Project the vertex data onto a plane. It does not need to be perpendicular to the normal, eg. we can project onto the plane
      perpendicular to the coordinate axis whose dot product with N is
      largest.
    3. Using a line-sweep algorithm, partition the plane into x-monotone regions. Any vertical line intersects an x-monotone region in at
      most one interval.
    4. Triangulate the x-monotone regions.
    5. Group the triangles into strips and fans.

    Finding the normal vector

    A common way to find a polygon normal is to compute the signed area
    when the polygon is projected along the three coordinate axes. We
    can’t do this, since contours can have zero area without being
    degenerate (eg. a bowtie).

    We fit a plane to the vertex data, ignoring how they are connected
    into contours. Ideally this would be a least-squares fit; however for
    our purpose the accuracy of the normal is not important. Instead we
    find three vertices which are widely separated, and compute the normal
    to the triangle they form. The vertices are chosen so that the
    triangle has an area at least 1/sqrt(3) times the largest area of any
    triangle formed using the input vertices.

    The contours do affect the orientation of the normal; after computing
    the normal, we check that the sum of the signed contour areas is
    non-negative, and reverse the normal if necessary.

    Projecting the vertices

    We project the vertices onto a plane perpendicular to one of the three
    coordinate axes. This helps numerical accuracy by removing a
    transformation step between the original input data and the data
    processed by the algorithm. The projection also compresses the input
    data; the 2D distance between vertices after projection may be smaller
    than the original 2D distance. However by choosing the coordinate
    axis whose dot product with the normal is greatest, the compression
    factor is at most 1/sqrt(3).

    Even though the accuracy of the normal is not that important (since
    we are projecting perpendicular to a coordinate axis anyway), the
    robustness of the computation is important. For example, if there are many vertices which lie almost along a line, and one vertex V
    which is well-separated from the line, then our normal computation
    should involve V otherwise the results will be garbage.

    The advantage of projecting perpendicular to the polygon normal is
    that computed intersection points will be as close as possible to
    their ideal locations. To get this behavior, define TRUE_PROJECT.

    The Line Sweep

    There are three data structures: the mesh, the event queue, and the
    edge dictionary.

    The mesh is a “quad-edge” data structure which records the topology of
    the current decomposition; for details see the include file “mesh.h”.

    The event queue simply holds all vertices (both original and computed
    ones), organized so that we can quickly extract the vertex with the
    minimum x-coord (and among those, the one with the minimum y-coord).

    The edge dictionary describes the current intersection of the sweep
    line with the regions of the polygon. This is just an ordering of the
    edges which intersect the sweep line, sorted by their current order of
    intersection. For each pair of edges, we store some information about
    the monotone region between them — these are call “active regions”
    (since they are crossed by the current sweep line).

    The basic algorithm is to sweep from left to right, processing each
    vertex. The processed portion of the mesh (left of the sweep line) is
    a planar decomposition. As we cross each vertex, we update the mesh
    and the edge dictionary, then we check any newly adjacent pairs of
    edges to see if they intersect.

    A vertex can have any number of edges. Vertices with many edges can
    be created as vertices are merged and intersection points are
    computed. For unprocessed vertices (right of the sweep line), these
    edges are in no particular order around the vertex; for processed
    vertices, the topological ordering should match the geometric
    ordering.

    The vertex processing happens in two phases: first we process are the
    left-going edges (all these edges are currently in the edge
    dictionary). This involves:

    • deleting the left-going edges from the dictionary;
    • relinking the mesh if necessary, so that the order of these edges around the event vertex matches the order in the dictionary;
    • marking any terminated regions (regions which lie between two left-going edges) as either “inside” or “outside” according to
      their winding number.

    When there are no left-going edges, and the event vertex is in an
    “interior” region, we need to add an edge (to split the region into
    monotone pieces). To do this we simply join the event vertex to the
    rightmost left endpoint of the upper or lower edge of the containing
    region.

    Then we process the right-going edges. This involves:

    • inserting the edges in the edge dictionary;
    • computing the winding number of any newly created active regions. We can compute this incrementally using the winding of each edge
      that we cross as we walk through the dictionary.
    • relinking the mesh if necessary, so that the order of these edges around the event vertex matches the order in the dictionary;
    • checking any newly adjacent edges for intersection and/or merging.

    If there are no right-going edges, again we need to add one to split
    the containing region into monotone pieces. In our case it is most
    convenient to add an edge to the leftmost right endpoint of either
    containing edge; however we may need to change this later (see the
    code for details).

    Invariants

    These are the most important invariants maintained during the sweep.
    We define a function VertLeq(v1,v2) which defines the order in which
    vertices cross the sweep line, and a function EdgeLeq(e1,e2; loc)
    which says whether e1 is below e2 at the sweep event location “loc”.
    This function is defined only at sweep event locations which lie
    between the rightmost left endpoint of {e1,e2}, and the leftmost right
    endpoint of {e1,e2}.

    Invariants for the Edge Dictionary.

    • Each pair of adjacent edges e2=Succ(e1) satisfies EdgeLeq(e1,e2) at any valid location of the sweep event.
    • If EdgeLeq(e2,e1) as well (at any valid sweep event), then e1 and e2 share a common endpoint.
    • For each e in the dictionary, e->Dst has been processed but not e->Org.
    • Each edge e satisfies VertLeq(e->Dst,event) && VertLeq(event,e->Org) where “event” is the current sweep line
      event.
    • No edge e has zero length.
    • No two edges have identical left and right endpoints. Invariants for the Mesh (the processed portion).

    • The portion of the mesh left of the sweep line is a planar graph, ie. there is some way to embed it in the plane.

    • No processed edge has zero length.
    • No two processed vertices have identical coordinates.
    • Each “inside” region is monotone, ie. can be broken into two chains of monotonically increasing vertices according to VertLeq(v1,v2)
      • a non-invariant: these chains may intersect (slightly) due to
        numerical errors, but this does not affect the algorithm’s operation.

    Invariants for the Sweep.

    • If a vertex has any left-going edges, then these must be in the edge dictionary at the time the vertex is processed.
    • If an edge is marked “fixUpperEdge” (it is a temporary edge introduced by ConnectRightVertex), then it is the only right-going
      edge from its associated vertex. (This says that these edges exist
      only when it is necessary.)

    Robustness

    The key to the robustness of the algorithm is maintaining the
    invariants above, especially the correct ordering of the edge
    dictionary. We achieve this by:

    1. Writing the numerical computations for maximum precision rather
      than maximum speed.

    2. Making no assumptions at all about the results of the edge
      intersection calculations — for sufficiently degenerate inputs,
      the computed location is not much better than a random number.

    3. When numerical errors violate the invariants, restore them
      by making topological changes when necessary (ie. relinking
      the mesh structure).

    Triangulation and Grouping

    We finish the line sweep before doing any triangulation. This is
    because even after a monotone region is complete, there can be further
    changes to its vertex data because of further vertex merging.

    After triangulating all monotone regions, we want to group the
    triangles into fans and strips. We do this using a greedy approach.
    The triangulation itself is not optimized to reduce the number of
    primitives; we just try to get a reasonable decomposition of the
    computed triangulation.

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