<div dir="ltr">Depends what you're doing. Assuming you're starting with a point cloud, if you're tessellating something almost flat, and with irregular points, then you can use something like Delaunay algorithm to optimize the edges between points to give triangles that are more equi-angular.<div>If you are on a 3D dimensional surface, but know its close to being convex -- like a sphere or cube -- then you can move the planar math around a spherical center, and crop points in the distance / on the other side of center when triangulating. </div><div>Or you can remove and add points from a pre-triangulated sphere (I just made this up). Looking orthogonally at an existing triangle on your sphere, add a point from your point cloud, to the appropriate triangle, based on its yaw and pitch, or latitude, longitude, while ignoring its radius/height. When you have all your points added, then start removing the sphere's points. After each step of adding (or removing sphere points at the end), do Delaunay recursive triangle swaps on the local plane. </div><div>Or ask ChatGPT - it might know.</div><div>-Doug</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Sat, Apr 22, 2023 at 3:05 PM John Carlson <<a href="mailto:yottzumm@gmail.com">yottzumm@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">When one is tessellating a shape, like Box, is it typical to convert to IFS?<div dir="auto"><br></div><div dir="auto">Thanks!</div><div dir="auto"><br></div><div dir="auto">John</div>
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