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Copy file name to clipboardExpand all lines: README.md
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@@ -213,25 +213,10 @@ The package supports different triangulation algorithms. The robustness and rend
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-**Heuristic** Heuristic algorithm that tries to find a compromise between the speed of `Sweep` and the quality of `MinWeight`.
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-**Auto** (default) Automatically choose the "best" algorithm based on the input. The edge-weight will be the same as Delaunay or better. Uses specialized fast implementations for small polygons to quickly generate min-weight triangulations. Falls back to Delaunay for larger polygons.
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| Algorithm | Requirements | Worst Case | Circle 10 | Circle 100 | Circle 1000 | Circle 10000 | ZigZag 1000 | ZigZag 10000 |
- Time for the triangulation on a Intel i7-12700K (single threaded). Run the benchmarks using `cargo bench --features benchmarks --profile release`.
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- FPS when rendering 100 large, transparent instances with the bevy 0.14.2 pbr shader on a Nvidia GeForce RTX 4060 Ti in Full HD. See `cargo run -p fps_bench --profile release` and `julia --project=./playground/fps_bench/FPSBench ./playground/fps_bench/FPSBench/src/main.jl`. For the non-Delaunay algorithms, the rendering time deteriorates for the larger circles since the edge length is not minimized causing significant overdraw.
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- The `Delaunay` algorithm is currently significantly slowed down due to a inefficient algorithm for the interior detection. This will be fixed in the future.
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