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    copied!<p>The first link on your Google search takes you to <a href="http://www.cs.berkeley.edu/~jrs/" rel="nofollow noreferrer">Jonathan Shewchuk's</a> site. This is not actually a bad place to start. He has a program called <a href="http://www.cs.cmu.edu/~quake/triangle.html" rel="nofollow noreferrer">triangle</a> which you can download for 2D triangulation. On that page there is a <a href="http://www.cs.cmu.edu/~quake/triangle.research.html" rel="nofollow noreferrer">link</a> to references used in <a href="http://www.cs.cmu.edu/~quake/tripaper/triangle0.html" rel="nofollow noreferrer">creating triangle</a>, including a link to a description of the <a href="http://www.cs.cmu.edu/~quake/tripaper/triangle3.html" rel="nofollow noreferrer">triangluation algorithm</a>. </p> <p>There are several approaches to mesh generation. One of the most common is to create a <a href="http://en.wikipedia.org/wiki/Delaunay_triangulation" rel="nofollow noreferrer">Delaunay triangulation</a>. Triangulating a set of points is fairly simple and there are several algorithms which do that, including Watson's and <a href="http://www.cs.cmu.edu/~quake/tripaper/triangle3.html" rel="nofollow noreferrer">Rupert's</a> as used in triangle When you want to create a constrained triangulation, where the edges of the triangulation match the edges of your input shape it is a bit harder, because you need to recover certain edges.</p> <p>I would start by understanding Delaunay triangulation. Then maybe look at some of the other meshing algorithms.</p> <p>Some of the common topics that you will find in mesh generation papers are</p> <ul> <li>Robustness - that is how to deal with floating point round off errors.</li> <li>Mesh quality - ensuring the shapes of the triangles/tetrahedrons are close to equilateral. Whether this is important depends on why you are creating the mesh. For analysis work it is very important,</li> <li>How to choose where to insert the nodes in the mesh to give a good mesh distribution.</li> <li>Meshing speed</li> <li>Quadrilateral/Hexahedral mesh generation. This is harder than using triangles/tetrahedra.</li> </ul> <p>3D mesh generation is much harder than 2D so a lot of the papers are on 3D generation</p> <p>Mesh generation is a large topic. It would be helpful if you could give some more information on what aspects (eg 2D or 3D) that you are interested in. If you can give some idea of what you ant to do then maybe I can find some better sources of information.</p>
 

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