Abstract
A detailed description of the implementation of a three-dimensional convex hull algorithm is given. The problems experienced in the production and testing of a correct and robust implementation of a geometric algorithm are discussed. Attention is paid to those issues that are often brushed over in the theoretical descriptions but cause errors in a real computation. These include degeneracies such as coplanar points, floating-point errors, and other special, but not necessarily degenerate, cases.
Original language | English |
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Pages (from-to) | 105-132 |
Number of pages | 28 |
Journal | ACM Transactions on Graphics |
Volume | 9 |
Issue number | 1 |
DOIs | |
Publication status | Published - 1990 |