No, I don't think Delaunay is a good approach for this. This shape
requires a true 3D algorithm. Actually, the shape looks like it might
be the result of a Marching Cube process, and as always, it's usually
much easier to find good algorithms for very strict shapes than for
generic ones. With such a high degree of symmetry, I suppose a custom
solution would give you a better result that you could possibly
achieve otherwise.

--
David Rutten
Robert McNeel & Associates


On Dec 2, 4:23 pm, visose <[EMAIL PROTECTED]> wrote:
> What would be the best approach to create the skin for this 
> shape?:http://grasshopper3d.googlegroups.com/web/schwartz2.jpg
> Discussed in this 
> thread:http://groups.google.com/group/grasshopper3d/browse_thread/thread/fde...
> This skin in the screenshot is done by creating panels over several
> point grids (and culling the unwanted panels). You can't create this
> object by a continuous surface (i think). The problem is that with
> this method some panels overlap. The superposed point grids create an
> unordered point cloud that could be triangulated.
>
> I was thinking that maybe if the delaunay triangulation had a distance
> threshold, and the points where close enough on the imaginary surface,
> it would only triangulate on the right spots and wouldn't create
> triangulations all over the place (well, maybe on edges but the
> curvature is continuous in this example). In this case, i don't think
> there's a useful guide geometry.
>
> On Dec 2, 2:47 pm, David Rutten <[EMAIL PROTECTED]> wrote:
>
> > Delaunay is pretty easy, but it's a 2D algorithm so there's always
> > some extra stuff that needs doing when using it in a 3D environment.
> > This is why the PoistSetReconstruction plugin uses Guide geometry, to
> > convert a 3D point cloud into a 2.5D point cloud.
>
> > Once Delaunay is finished, it's quite easy to bolt a 2D voronoi cell
> > solver on top. 3D voronoi is much harder to do efficiently. It's not
> > as easy to discard certain points, which means you end up doing a lot
> > of unnecessary solid boolean operations slowing the whole thing
> > down...
>
> > --
> > David Rutten
> > Robert McNeel & Associates
>
> > On Dec 2, 2:29 pm, visose <[EMAIL PROTECTED]> wrote:
>
> > > Very nice. I also used voronoi a couple years ago as one of the
> > > parameters of urban planning for a school project. The realtime
> > > manipulation of grasshopper would've come really handy. Is the
> > > delaunay algorithm much harder to implement? I'd like to use it to
> > > mesh some unordered point clouds.
>
> > > On Dec 2, 8:29 am, Dimitrie <[EMAIL PROTECTED]> wrote:
>
> > > > hello oompa,
> > > > as i was also needing some sort of space-partitioning algorithm for an
> > > > urbanism project tomorrow, i tried and managed to pull up a
> > > > grasshopper voronoi node, based on david's algorithm
> > > > you can check it out 
> > > > herehttp://dimitrie.wordpress.com/2008/12/01/grasshopper-voronoi-diagram/
>
> > > > On Nov 25, 7:44 pm, oompa_l <[EMAIL PROTECTED]> wrote:
>
> > > > > is this possible with grasshopper yet? maybe it always has been...if
> > > > > anyone has any clues on this, I could use it right now...
>
> > > > > thanks!

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