I noticed this one too a few days back when I was looking for a 3D hull algorithm. Looks like a promising collection of algorithm for GRASS.
However, for a quick fix of v.delaunay, as suggested by Helena: Might it not be enough to replace the 2D distance measure in v.delaunay with a 3D distance, so it will do the tesselation in 3D space correctly? I could try and find some time to look into that if you think it feasible. Benjamin Markus Neteler wrote: > On Jan 28, 2008 9:29 AM, Maris Nartiss <[EMAIL PROTECTED]> wrote: >> Fixing large dataset and 3D support problems would be a nice >> improvement of GRASS vector support :) > > Possibly we need to substitute the algorithm? I found for example > http://www.qhull.org/ > "Qhull computes the convex hull, Delaunay triangulation, Voronoi > diagram, halfspace intersection about a point, furthest-site Delaunay > triangulation, and furthest-site Voronoi diagram. The software runs in > 2-d, 3-d, 4-d, and higher dimensions. Qhull implements the Quickhull > algorithm for computing the convex hull. It handles roundoff errors > from floating point arithmetic. Qhull also computes volumes, surface > areas, and approximations to the convex hull." > > (seems to be GPL compliant) > > Markus > _______________________________________________ > grass-dev mailing list > [email protected] > http://lists.osgeo.org/mailman/listinfo/grass-dev > > -- Benjamin Ducke, M.A. Archäoinformatik (Archaeoinformation Science) Institut für Ur- und Frühgeschichte (Inst. of Prehistoric and Historic Archaeology) Christian-Albrechts-Universität zu Kiel Johanna-Mestorf-Straße 2-6 D 24098 Kiel Germany Tel.: ++49 (0)431 880-3378 / -3379 Fax : ++49 (0)431 880-7300 www.uni-kiel.de/ufg _______________________________________________ grass-dev mailing list [email protected] http://lists.osgeo.org/mailman/listinfo/grass-dev
