Take a look at this:

This is a triangulation of a set of random points, such that all the points are connected to one another, all of the faces are triangles, and the edges include the convex hull of the points.

I would like to claim that this is not a very “good” triangulation. This algorithm tends to produce lots of long, slivery triangles, and a really uneven distribution of edge counts across different vertices – some vertices have way more edges than they need to.

Here’s a different triangulation. These are the exact same points, but I triangulated them smarter:

Isn’t that better? (Click to compare!)

Depending on your dice rolls you might still have a few slivers, usually around the outer perimeter, but I’m willing to bet that it’s a noticeable improvement over the first…

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