Workshop Division // Tool

VORONOI & DELAUNAY LAB

Two pictures of the same thing. The Voronoi diagram answers “which point is nearest”; the Delaunay triangulation is its dual, and it is the triangulation that avoids thin slivers — which is why mesh generators want it.

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Click to add a site, drag one to move it, shift-click to remove it. Relax runs Lloyd's algorithm: every site jumps to the centre of its own cell. Repeat it and a random scatter turns into a honeycomb, because the hexagon is what a Voronoi cell wants to be.

The triangulation is built by Bowyer–Watson insertion: add a point, delete every triangle whose circumcircle contains it, and fill the hole that leaves. The defining property is that no site ends up inside any triangle's circumcircle — turn on Circumcircles and you can watch it hold. The page checks it after every change, along with Euler's formula for a planar graph, and says so above.

Cells are built as an intersection of half-planes: start with the rectangle, then cut with the perpendicular bisector between the site and each of its Delaunay neighbours. Cutting against neighbours alone is enough — a Voronoi edge only ever separates Delaunay neighbours — and the page verifies that shortcut against the brute-force version, which cuts against every other site, whenever there are few enough sites to do it live.

Incoming Transmission — Slippy

"Every cell is the set of places closer to its own site than to any other. That one sentence is the whole diagram."

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