A Planar Triangle Mesh Generator Using Quadtrees and Bresenham’S Algorithm
DOI:
https://doi.org/10.70567/mc.v42.ocsid8559Keywords:
Mesh Generation, triangles, quadtrees, Bresenham’s algorithmAbstract
In this work, we present a mesh generator for planar triangles based on quadtrees. Quadtree mesh generators have the advantage of adapting to data density, refining the mesh only where necessary and providing highly efficient meshes. A polygonal boundary is assumed, and only the cells representing the boundary and the interior of the domain are selected. These cells are subdivided along one of their diagonals, producing a mesh of triangles. To select the boundary cells, Bresenham’s algorithm is used. This algorithm, originally developed for computer graphics to rasterize lines, has variants for different types of curves and also for quadtrees. It selects the nodes of the grid that best approximate the boundary.
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