Techniques are presented for navigating between adjacent triangles of great
er or equal size in a hierarchical triangle mesh where the triangles are ob
tained by a recursive quadtree-like subdivision of the underlying space int
o four equilateral triangles. These techniques are useful in a number of ap
plications, including finite element analysis, ray tracing, and the modelin
g of spherical data. The operations are implemented in a manner analogous t
o that used in a quadtree representation of data on the two-dimensional pla
ne where the underlying space is tessellated into a square mesh. A new tech
nique is described for labeling the triangles, which is useful in implement
ing the quadtree triangle mesh as a linear quadtree (i.e., a pointer-less q
uadtree); the navigation can then take place in this linear quadtree. When
the neighbors are of equal size, the algorithms have a worst-case constant
time complexity. The algorithms are very efficient, as they make use of jus
t a few bit manipulation operations, and can be implemented in hardware usi
ng just a few machine language instructions. The use of these techniques wh
en modeling spherical data by projecting it onto the faces of a regular sol
id whose faces are equilateral triangles, which are represented as quadtree
triangle meshes, is discussed in detail. The methods are applicable to the
icosahedron, octahedron, and tetrahedron. The difference lies in the way t
ransitions are made between the faces of the polyhedron. However, regardles
s of the type of polyhedron, the computational complexity of the methods is
the same.