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 n {\displaystyle n} sides has a nonobtuse triangulation with O ( n ) {\displaystyle O(n)} triangles (expressed in big O notation), allowing some triangle vertices to be added to the sides and interior of the polygon. These nonobtuse triangulations can be further refined to produce acute triangulations with O ( n ) {\displaystyle O(n)} triangles.
Nonobtuse meshes avoid certain problems of nonconvergence or of convergence to the wrong numerical solution as demonstrated by the Schwarz lantern. 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.