Subdivide a 2D region with several holes within it into several regions with no holes

Hello forum,

I already googled it up and nothing similar showed up as mentioned in the subject.

Any hint to the references that implement this idea ?


Search for “GLU tessellation”.

While GLU itself is deprecated, the tessellation routines don’t depend upon any deprecated functionality (or, in fact, upon any OpenGL functions).

I am looking for more of a formal mathematical algorithm. Check the image in the link, it will give some hint.

The numbers from [1…16] are the divided regions to be filled and the dotted lines are the mechanism of how the partition has been made. The image I extracted from does not say much about the process though.

Probably you will would be able to see in depth and come up with some hints over this issue.