The article mentions Delanuay triangulation, but it doesn't mention that one way to calculate a Voronoi tesselation is to calculate the Delanuay triangulation first.
Interestingly, the reverse as also very true: A simple and rather effective method to calculate a delaunay triangulation on a set of 2D points on a GPU is to actually calculate the according Voronoi diagram (discretely) into a texture (using jump flooding) and handling the edges between the cells[1][2].
> If you create a dual graph of a Voronoi diagram (connect each node to every other node that shares an edge), you end up with a graph that is a Delaunay Triangulation