The first link in your Google search will take you to Jonathan Shelchukβs site . This is actually not a bad place to start. He has a program called triangle , which you can download for 2D triangulation. On this page there is a link to the links used in creating the triangle , including a link to the description of the trihedral algorithm .
There are several approaches to grid generation. One of the most common is the creation of Delaunay triangulation . Triangulating multiple points is quite simple and there are several algorithms that do this, including Watson and Rupert's , as used in a triangle. When you want to create a limited triangulation where the edges of the triangulation correspond to the edges of your input form, this is a little more complicated because you need to restore certain edges .
I would start by understanding the Delaunay triangulation. Then maybe look at some of the other grid algorithms.
Some common topics you will find in documents for creating a grid,
- Reliability - this is how to deal with floating point rounding errors.
- Grid quality - ensuring the shape of triangles / tetrahedrons is close to equilateral. Whether this is important depends on why you are creating the grid. For analytical work, this is very important,
- How to choose where to insert nodes into the grid to ensure good grid distribution.
- Gearing speed
- Quad / Hex mesh generation. This is more complicated than using triangles / tetrahedrons.
Generating a 3D mesh is much more complicated than 2D, so many work on the 3D generation
Grid generation is a big topic. It would be useful if you could give additional information about which aspects (for example, 2D or 3D) are of interest to you. If you can give some idea that you are ant, then maybe I can find some better sources of information.
David Dibben
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