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For one million unconstrained points on the reference Apple M1 system, eight-thread Delaunay32 completes in roughly 50 ms. Using that as the 1.0× baseline: • Delaunay32, one thread: ~2.8× runtime. • Fade2D, automatic…
yes, there are currently two modes for internal integer math: 64 and 128 bit. (the internal int math needs larger ranges than the inputs since we work with squares etc) 64bit integers works with an input coordinate…
great. and do let me know if you have any feature requests, noticed bugs etc
for a one million points set i measured 4x faster when using single threaded and 11x when using multi-threaded delaunay32 vs triangle (on my Apple M1)
very nice!
the repo comes with a benchmark tool that you can run on your own machine, which already compares multi vs single threading as well as delaunator-cpp (which is only single threaded) At one million points, Delaunay32…
thanks! (i am the author of Delaunay32) > Are vertex insertion and deletion also supported/accelerated? no unfortunately not, since this is currently a fast batch triangulator, so vertex insertion/deletion requires…
[dead]
For one million unconstrained points on the reference Apple M1 system, eight-thread Delaunay32 completes in roughly 50 ms. Using that as the 1.0× baseline: • Delaunay32, one thread: ~2.8× runtime. • Fade2D, automatic…
yes, there are currently two modes for internal integer math: 64 and 128 bit. (the internal int math needs larger ranges than the inputs since we work with squares etc) 64bit integers works with an input coordinate…
great. and do let me know if you have any feature requests, noticed bugs etc
for a one million points set i measured 4x faster when using single threaded and 11x when using multi-threaded delaunay32 vs triangle (on my Apple M1)
very nice!
the repo comes with a benchmark tool that you can run on your own machine, which already compares multi vs single threading as well as delaunator-cpp (which is only single threaded) At one million points, Delaunay32…
thanks! (i am the author of Delaunay32) > Are vertex insertion and deletion also supported/accelerated? no unfortunately not, since this is currently a fast batch triangulator, so vertex insertion/deletion requires…