Voronoi diagrams and arrangements
Discrete & Computational Geometry
Properties of n-dimensional triangulations
Computer Aided Geometric Design
Three-dimensional triangulations from local transformations
SIAM Journal on Scientific and Statistical Computing
Simulation of simplicity: a technique to cope with degenerate cases in geometric algorithms
ACM Transactions on Graphics (TOG)
Applications of random sampling in computational geometry, II
Discrete & Computational Geometry - Selected papers from the fourth ACM symposium on computational geometry, Univ. of Illinois, Urbana-Champaign, June 6 8, 1988
Small-dimensional linear programming and convex hulls made easy
Discrete & Computational Geometry
Construction of K-dimensional Delaunay triangulations using local transformations
SIAM Journal on Scientific Computing
Tetrahedral mesh generation by Delaunay refinement
Proceedings of the fourteenth annual symposium on Computational geometry
Optimal good-aspect-ratio coarsening for unstructured meshes
SODA '97 Proceedings of the eighth annual ACM-SIAM symposium on Discrete algorithms
Sweep algorithms for constructing higher-dimensional constrained Delaunay triangulations
Proceedings of the sixteenth annual symposium on Computational geometry
Journal of the ACM (JACM)
Generating well-shaped Delaunay meshed in 3D
SODA '01 Proceedings of the twelfth annual ACM-SIAM symposium on Discrete algorithms
Updating and constructing constrained delaunay and constrained regular triangulations by flips
Proceedings of the nineteenth annual symposium on Computational geometry
An empirical comparison of techniques for updating Delaunay triangulations
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
Geometry and Topology for Mesh Generation (Cambridge Monographs on Applied and Computational Mathematics)
A package for exact kinetic data structures and sweepline algorithms
Computational Geometry: Theory and Applications
A finite element method for animating large viscoplastic flow
ACM SIGGRAPH 2007 papers
Locally uniform anisotropic meshing
Proceedings of the twenty-fourth annual symposium on Computational geometry
From Segmented Images to Good Quality Meshes Using Delaunay Refinement
Emerging Trends in Visual Computing
A 3D Free-Lagrangian method to simulate three-dimensional groundwater flow and mass transport
MS '08 Proceedings of the 19th IASTED International Conference on Modelling and Simulation
Filtering relocations on a Delaunay triangulation
SGP '09 Proceedings of the Symposium on Geometry Processing
Manifold reconstruction using tangential Delaunay complexes
Proceedings of the twenty-sixth annual symposium on Computational geometry
gHull: a three-dimensional convex hull algorithm for graphics hardware
I3D '11 Symposium on Interactive 3D Graphics and Games
Kinetic convex hulls and delaunay triangulations in the black-box model
Proceedings of the twenty-seventh annual symposium on Computational geometry
Applications of Geometry Processing: CudaHull: Fast parallel 3D convex hull on the GPU
Computers and Graphics
SMI 2012: Full Consensus meshing
Computers and Graphics
Flip-flop: convex hull construction via star-shaped polyhedron in 3D
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
gHull: A GPU algorithm for 3D convex hull
ACM Transactions on Mathematical Software (TOMS)
A GPU accelerated algorithm for 3D Delaunay triangulation
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Star splaying is a general-dimensional algorithm that takes as input a triangulation or an approximation of a convex hull, and produces the Delaunay triangulation, weighted Delaunay triangulation, or convex hull of the vertices in the input. If the input is "nearly Delaunay" or "nearly convex" in a certain sense quantified herein, and it is sparse (i.e. each input vertex adjoins only a constant number of edges), star splaying runs in time linear in the number of vertices. Thus, star splaying can be a fast first step in repairing a high-quality finite element mesh that has lost the Delaunay property after its vertices have moved in response to simulated physical forces. Star splaying is akin to Lawson's edge flip algorithm for converting a triangulation to a Delaunay triangulation, but it works in any dimensionality.