Fracturing is the process of tiling a complex polygon with either 1) non overlapping orthogonal rectangles or 2) non-overlapping trapezoids (whose top and bottom edge are parallel to the X-Y axis). The intent is to provide simpler structures that are amenable to field analysis.

If the input data is purely Manhattan, then the fracturing process is fairly straightforward. However if the input data is not restricted (other than self intersecting rules) fracturing becomes an approximation; particularily for rectangular fracturing.

OEA should provide a set of guildelines that indicate the desired results for various types of commonly encountered geometry and should provide other rules for how to approach the required approximations.