3 ms·
Didn't think about that, good idea as a small extension! But I don't think, a video codec would work. Or maybe just with very few points/triangles. Depending o
by EllipticCurve 11y ago
Didn't think about that, good idea as a small extension!
But I don't think, a video codec would work. Or maybe just with very few points/triangles. Depending on the point-selection (equally distributed is a lot faster!) it takes some time between 50s to 5 minutes for a triangulation of about 4000 Points.
For just a few hundred it could work, but I don't think it's good enough for real-time.
(Displaying is no concern. You can render thousands of triangles in real-time)
- pacaro 11y agoI'm startled at your triangulation time. I last did serious work with Delauney triangulation in 1998 or so, and was triangulating ~1000000 points in a few of hours (on a machine with only 4MiB of RAM)
- EllipticCurve 11y agoNever tried so many points, maybe I give it a try later. I think it's part time the language choice and the fact, that my algorithm probably runs in Omega(n logn) but might not reach O(n logn)... Maybe you got an idea: My bottleneck is to find the triangle in which a new point lies. Right now I go through the triangle-mesh in the direction of the point, hoping to find the right triangle fast. Most of the time, it does ...
- pacaro 11y agoMaintaining a quad-tree of your triangles will give you O(LogN)lookup