The Optimal Polygon Triangulation

碩士 === 國立臺灣大學 === 機械工程學研究所 === 87 === The Optimal Polygon Triangulation Zhi-Chong Zhong Abstract It is almost impossible to avoid clipping polygon in computer graphics. Traditional clipping polygon algorithms will make mistakes because they...

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Main Authors: Zhong Zhi-Chong, 張志強
Other Authors: Cheng Han-Ming
Format: Others
Language:zh-TW
Published: 1999
Online Access:http://ndltd.ncl.edu.tw/handle/17513837095490820347
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spelling ndltd-TW-087NTU004891062016-02-01T04:12:42Z http://ndltd.ncl.edu.tw/handle/17513837095490820347 The Optimal Polygon Triangulation 多邊形的最佳三角形化 Zhong Zhi-Chong 張志強 碩士 國立臺灣大學 機械工程學研究所 87 The Optimal Polygon Triangulation Zhi-Chong Zhong Abstract It is almost impossible to avoid clipping polygon in computer graphics. Traditional clipping polygon algorithms will make mistakes because they cannot separate the clipping polygons independent when clipping concave polygons. There are two methods to solve the problem: one is to improve the traditional clipping polygons, the other is to let all the polygons become convex polygons. The problem will be solved by polygon triangulation because triangles are always convex polygons. In this research we are going to introduce several polygon triangulation algorithms, then we will explain the basic habitudes of the polygons that we will use in the latter, and then we will propose the methods to solve the problems we will meet during polygon triangulation. At last, we will introduce the simple polygon triangulation algorithm that guarantees the least number of the triangles after polygon triangulation. At least, we will discuss the triangulation of the nonsimple polygon. We select three types of the nonsimple polygons as the examples. We let they become the collections of the simples polygons. Then we can use the previous simple polygon triangulation algorithm to make the polygon triangulation. Cheng Han-Ming 陳漢明 1999 學位論文 ; thesis 68 zh-TW
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sources NDLTD
description 碩士 === 國立臺灣大學 === 機械工程學研究所 === 87 === The Optimal Polygon Triangulation Zhi-Chong Zhong Abstract It is almost impossible to avoid clipping polygon in computer graphics. Traditional clipping polygon algorithms will make mistakes because they cannot separate the clipping polygons independent when clipping concave polygons. There are two methods to solve the problem: one is to improve the traditional clipping polygons, the other is to let all the polygons become convex polygons. The problem will be solved by polygon triangulation because triangles are always convex polygons. In this research we are going to introduce several polygon triangulation algorithms, then we will explain the basic habitudes of the polygons that we will use in the latter, and then we will propose the methods to solve the problems we will meet during polygon triangulation. At last, we will introduce the simple polygon triangulation algorithm that guarantees the least number of the triangles after polygon triangulation. At least, we will discuss the triangulation of the nonsimple polygon. We select three types of the nonsimple polygons as the examples. We let they become the collections of the simples polygons. Then we can use the previous simple polygon triangulation algorithm to make the polygon triangulation.
author2 Cheng Han-Ming
author_facet Cheng Han-Ming
Zhong Zhi-Chong
張志強
author Zhong Zhi-Chong
張志強
spellingShingle Zhong Zhi-Chong
張志強
The Optimal Polygon Triangulation
author_sort Zhong Zhi-Chong
title The Optimal Polygon Triangulation
title_short The Optimal Polygon Triangulation
title_full The Optimal Polygon Triangulation
title_fullStr The Optimal Polygon Triangulation
title_full_unstemmed The Optimal Polygon Triangulation
title_sort optimal polygon triangulation
publishDate 1999
url http://ndltd.ncl.edu.tw/handle/17513837095490820347
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