Qhull computes the convex hull, Delaunay triangulation, Voronoi diagram,
halfspace intersection about a point, furthest-site Delaunay
triangulation, and furthest-site Voronoi diagram. The source code runs in
2-d, 3-d, 4-d, and higher dimensions. Qhull implements the Quickhull
algorithm for computing the convex hull. It handles roundoff
errors from floating point arithmetic. It computes volumes,
surface areas, and approximations to the convex hull.</p>
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<p>Qhull does <i>not</i> support constrained Delaunay
triangulations, triangulation of non-convex surfaces, mesh
generation of non-convex objects, or medium-sized inputs in 9-D
and higher. </p>
<p>A serious bug was found in Qhull 2003.1. Please upgrade to 2010.1 or apply <a href="download/poly.c-qh_gethash.patch">poly.c-qh_gethash.patch</a>.</p>
<li><a href=http://www.voronoi.com>Voronoi Web Site</a> for all things Voronoi
<li>Young's <a href="http://homepage.usask.ca/~ijm451/finite/fe_resources/">Internet Finite Element Resources</a>
<li><a href="http://www.uic.nnov.ru/~zny/skeleton/">Zolotykh's Skeleton</a> generates all extreme rays of a polyhedral cone using the Double Description Method</li>