| Well, conceptually maybe, but I have some doubts regarding: > 2) Compute Delaunay in 3D How much slower is 3D triangulation compared to 2D? How does it scale with more points? And just as importantly: how complex does the algorithm get when we want to improve performance? I'm not saying you're wrong - if anything I hope I'm wrong, but I suspect the answers to my questions are "significant", "badly", and "very", which would mean this is not easier/more robust in practice (or it comes at the price of being unacceptably slow). The reason I think so is Julia's Voronoi/Delaunay package[0]. It implements an algorithm from an extremely dense (to non-astronomers) astronomy paper[1]. Even the name is intimidating: "E pur si muove: Galiliean-invariant cosmological hydrodynamical simulations on a moving mesh" Page five and six of the paper lists a short history of triangulation algorithms, making it clear that Delaunay triangulation so important for scientific research that many people have given it considerable thought. Sadly, I cannot really follow the algorithm explained in that paper. It seems to fall for the inevitable "algorithm by PhDs with complex enough math that you need a comparable PhD to being to grok it"-curse (and/or I am just too dumb). Of course, if someone already did the hard work of implementing really fast and robust 3D Delaunay libraries to steal from... ;) (the Julia package only implements the 2D algorithm. Sadly) [0] https://github.com/JuliaGeometry/VoronoiDelaunay.jl [1] https://arxiv.org/abs/0901.4107 |