  Point clouds arise from acquisition processes applied in various scenarios,
such as reverse engineering, rapid prototyping, or cultural preservation. To
run various simulations via, e.g., finite element methods, on the derived data,
a mesh has to be created from it. In this paper, a meshing algorithm for point
clouds is presented, which is based on a sphere covering of the underlying
surface. The algorithm provides a mesh close to uniformity in terms of edge
lengths and angles of its triangles. Additionally, theoretical results
guarantee the output to be manifold, given suitable input and parameter
choices. We present both the underlying theory, which provides suitable
parameter bounds, as well as experiments showing that our algorithm can compete
with widely used competitors in terms of quality of the output and timings.
