for (Vec2D v : poly.vertices) {
voronoi.addPoint(v);
}
// add random inliers
for (Vec2D v : createInsidePoints(poly, bounds)) {
voronoi.addPoint(v);
}
// get filtered delaunay triangles:
// ignore any triangles which share a vertex with the initial root
// triangle or whose centroid is outside the polygon
for (Triangle2D t : voronoi.getTriangles()) {