G# is perfectly suitable for Digital Terrain Modelling (DTM).
Its fast O(n·log(n)) randomized incremental algorithm enables the extremely fast triangulation of very large point sets. At the same time, G# is very robust due to the implementation of exact arithmetic. Click here to see an example. Click here to see a performance chart.
G# can also respect edge constraints (breaklines), holes, islands and arbitrary shaped bounds while maintaining the Delaunay property by inserting additional triangulation points. Click here to see an example.
Digital Terrain Modelling requires editing triangulated surfaces: G# provides methods to compute contour and profile lines, to project points and lines onto and to to slice such surfaces, to import and export them and lots of other features that you would expect expect from a DTM engine.
Click here for more details on the implemented triangulation algorithm, valid input data and restrictions.