C# implementation of generating a Voronoi diagram from a set of points in a plane (using Fortune's Algorithm) with edge clipping and border closure. This implementation guarantees O(n×ln(n)) performance.
The library is available as SharpVoronoiLib NuGet package: dotnet add package SharpVoronoiLib via CLI or via your preferred NuGet package manager.
Alternatively, you can download the solution and either copy the SharpVoronoiLib project code or build the project and use the SharpVoronoiLib.dll.
List<VoronoiSite> sites = new List<VoronoiSite> { new VoronoiSite(300, 300), new VoronoiSite(300, 400), new VoronoiSite(400, 300) }; List<VoronoiEdge> edges = VoronoiPlane.TessellateOnce( sites, 0, 0, 600, 600 ); (Note that the algorithm will ignore duplicate sites, so check VoronoiSite.Tesselated for skipped sites if duplicates are possible in your data.)
Full syntax (leaving a reusable VoronoiPlane instance):
VoronoiPlane plane = new VoronoiPlane(0, 0, 600, 600); plane.SetSites(sites); List<VoronoiEdge> edges = plane.Tessellate(); The tesselation result for the given VoronoiSites contains VoronoiEdges and VoronoiPoints. The returned collection contains the generated edges.
VoronoiEdge.Startand.Endare the start and end points of the edge.VoronoiEdge.Rightand.Leftare the sites the edge encloses. Border edges move clockwise and will only have the.Rightsite. And if no points are within the region, both will benull.- Edge end
VoronoiPoints also contain a.BorderLocationspecifying if it's on a border and which one. VoronoiEdge.Neighbours(on-demand) are edges directly "connecting" to this edge, basically creating a traversable edge graph.VoronoiEdge.Length(on-demand) is the distance between its end points.VoronoiSite.Edges(aka cell) contains the edges that enclose the site (the order is not guaranteed).VoronoiSite.ClockwiseEdges(on-demand) contains these edges sorted clockwise (starting from the bottom-right "corner" end point).VoronoiSite.ClockwiseEdgesWound(on-demand) contains these edges also "wound" in the clockwise order so their start/end points form a loop.VoronoiSite.Neighbourscontains the site's neighbours (in the Delaunay Triangulation), that is, other sites across its edges.VoronoiSite.Points(on-demand) contains points/vertices of the site's cell, that is, edge end points / edge nodes.VoronoiSite.ClockwisePoints(on-demand) contains these points sorted clockwise (starting from the bottom-right "corner").VoronoiPoint.Edgesare edges emerging from this point.VoronoiPoint.Sites(on-demand) are sites touching this point.
If closing borders around the boundary is not desired (leaving sites with unclosed edges/polygons):
List<VoronoiEdge> edges = VoronoiPlane.TessellateOnce( sites, 0, 0, 600, 600, BorderEdgeGeneration.DoNotMakeBorderEdges ); Closed versus unclosed:
Sites can be quickly randomly-generated (this will guarantee no duplicates and no sites on edges):
VoronoiPlane plane = new VoronoiPlane(0, 0, 600, 600); plane.GenerateRandomSites(1000, PointGenerationMethod.Uniform); // also supports .Gaussian plane.Tessellate(); Uniform and Gaussian:
Lloyds relaxation algorithm can be applied to "smooth" cells by spacing them out over several tessalation passes:
VoronoiPlane plane = new VoronoiPlane(0, 0, 600, 600); plane.SetSites(sites); plane.Tessellate(); List<VoronoiEdge> edges = plane.Relax(); // List<VoronoiEdge> edges = plane.Relax(3, 0.7f); // relax 3 times with 70% strength each time A Voronoi diagram has a corresponding Delaunay triangulation, i.e. site neighbour links:
While these normally form triangles, be aware that four or more points in a circle will make this mathematically ambiguous; sites will have neighbours across a vertex crossing other neighbour links. This is extremely rare with random points, but must be checked if using the results for something like a triangle mesh. The library does not currently provide a direct way to gather a list of these triangles.
A simple interactive MonoGame example is included in MonoGameExample project:
The main library targets .NET 9.0 and .NET Standard 2.0, 2.1 and targets compatible OSes - Windows, Linux & macOS - and .NET and Mono frameworks - Xamarin, Mono, UWP, Unity, etc.
The key differences from the original VoronoiLib repo:
- Borders can be closed, that is, edges generated along the boundary
- Edges and points/sites contain additional useful data
- Multiple critical and annoyingly-rare bugs and edge cases fixes
- LOTS more unit testing
- Originally written by Logan Lembke as VoronoiLib
- Updated with unit tests and nuget package by Sean Esopenko
- Improvements by Jeffrey Jones
- Various code pieces attributed inline, notably:
- KD tree algorithm by ericreg, originally by codeandcats
Original implementation inspired by:





