In computer graphics, a nonobtuse triangle mesh is a polygon mesh composed of a set of triangles in which no angle is obtuse, i.e. greater than 90°. If each (triangle) face angle is strictly less than 90°, then the triangle mesh is said to be acute. Every polygon with sides has a nonobtuse triangulation with triangles (expressed in big O notation), allowing some triangle vertices to be added to the sides and interior of the polygon.[1] These nonobtuse triangulations can be further refined to produce acute triangulations with triangles.[2][3]
Nonobtuse meshes avoid certain problems of nonconvergence or of convergence to the wrong numerical solution as demonstrated by the Schwarz lantern.[1] The immediate benefits of a nonobtuse or acute mesh include more efficient and more accurate geodesic computation using fast marching, and guaranteed validity for planar mesh embeddings via discrete harmonic maps.