112 research outputs found

    Routing in Polygonal Domains

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    We consider the problem of routing a data packet through the visibility graph of a polygonal domain P with n vertices and h holes. We may preprocess P to obtain a label and a routing table for each vertex. Then, we must be able to route a data packet between any two vertices p and q of Pwhere each step must use only the label of the target node q and the routing table of the current node. For any fixed eps > 0, we pre ent a routing scheme that always achieves a routing path that exceeds the shortest path by a factor of at most 1 + eps. The labels have O(log n) bits, and the routing tables are of size O((eps^{-1} + h) log n). The preprocessing time is O(n^2 log n + hn^2 + eps^{-1}hn). It can be improved to O(n 2 + eps^{-1}n) for simple polygons

    Geometry–aware finite element framework for multi–physics simulations: an algorithmic and software-centric perspective

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    In finite element simulations, the handling of geometrical objects and their discrete representation is a critical aspect in both serial and parallel scientific software environments. The development of codes targeting such envinronments is subject to great development effort and man-hours invested. In this thesis we approach these issues from three fronts. First, stable and efficient techniques for the transfer of discrete fields between non matching volume or surface meshes are an essential ingredient for the discretization and numerical solution of coupled multi-physics and multi-scale problems. In particular L2-projections allows for the transfer of discrete fields between unstructured meshes, both in the volume and on the surface. We present an algorithm for parallelizing the assembly of the L2-transfer operator for unstructured meshes which are arbitrarily distributed among different processes. The algorithm requires no a priori information on the geometrical relationship between the different meshes. Second, the geometric representation is often a limiting factor which imposes a trade-off between how accurately the shape is described, and what methods can be employed for solving a system of differential equations. Parametric finite-elements and bijective mappings between polygons or polyhedra allow us to flexibly construct finite element discretizations with arbitrary resolutions without sacrificing the accuracy of the shape description. Such flexibility allows employing state-of-the-art techniques, such as geometric multigrid methods, on meshes with almost any shape.t, the way numerical techniques are represented in software libraries and approached from a development perspective, affect both usability and maintainability of such libraries. Completely separating the intent of high-level routines from the actual implementation and technologies allows for portable and maintainable performance. We provide an overview on current trends in the development of scientific software and showcase our open-source library utopia

    Analysis and Generation of Quality Polytopal Meshes with Applications to the Virtual Element Method

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    This thesis explores the concept of the quality of a mesh, the latter being intended as the discretization of a two- or three- dimensional domain. The topic is interdisciplinary in nature, as meshes are massively used in several fields from both the geometry processing and the numerical analysis communities. The goal is to produce a mesh with good geometrical properties and the lowest possible number of elements, able to produce results in a target range of accuracy. In other words, a good quality mesh that is also cheap to handle, overcoming the typical trade-off between quality and computational cost. To reach this goal, we first need to answer the question: ''How, and how much, does the accuracy of a numerical simulation or a scientific computation (e.g., rendering, printing, modeling operations) depend on the particular mesh adopted to model the problem? And which geometrical features of the mesh most influence the result?'' We present a comparative study of the different mesh types, mesh generation techniques, and mesh quality measures currently available in the literature related to both engineering and computer graphics applications. This analysis leads to the precise definition of the notion of quality for a mesh, in the particular context of numerical simulations of partial differential equations with the virtual element method, and the consequent construction of criteria to determine and optimize the quality of a given mesh. Our main contribution consists in a new mesh quality indicator for polytopal meshes, able to predict the performance of the virtual element method over a particular mesh before running the simulation. Strictly related to this, we also define a quality agglomeration algorithm that optimizes the quality of a mesh by wisely agglomerating groups of neighboring elements. The accuracy and the reliability of both tools are thoroughly verified in a series of tests in different scenarios

    Emerging CFD technologies and aerospace vehicle design

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    With the recent focus on the needs of design and applications CFD, research groups have begun to address the traditional bottlenecks of grid generation and surface modeling. Now, a host of emerging technologies promise to shortcut or dramatically simplify the simulation process. This paper discusses the current status of these emerging technologies. It will argue that some tools are already available which can have positive impact on portions of the design cycle. However, in most cases, these tools need to be integrated into specific engineering systems and process cycles to be used effectively. The rapidly maturing status of unstructured and Cartesian approaches for inviscid simulations makes suggests the possibility of highly automated Euler-boundary layer simulations with application to loads estimation and even preliminary design. Similarly, technology is available to link block structured mesh generation algorithms with topology libraries to avoid tedious re-meshing of topologically similar configurations. Work in algorithmic based auto-blocking suggests that domain decomposition and point placement operations in multi-block mesh generation may be properly posed as problems in Computational Geometry, and following this approach may lead to robust algorithmic processes for automatic mesh generation

    Finite element methods for surface PDEs

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    In this article we consider finite element methods for approximating the solution of partial differential equations on surfaces. We focus on surface finite elements on triangulated surfaces, implicit surface methods using level set descriptions of the surface, unfitted finite element methods and diffuse interface methods. In order to formulate the methods we present the necessary geometric analysis and, in the context of evolving surfaces, the necessary transport formulae. A wide variety of equations and applications are covered. Some ideas of the numerical analysis are presented along with illustrative numerical examples

    Geometric Pursuit Evasion

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    In this dissertation we investigate pursuit evasion problems set in geometric environments. These games model a variety of adversarial situations in which a team of agents, called pursuers, attempts to catch a rogue agent, called the evader. In particular, we consider the following problem: how many pursuers, each with the same maximum speed as the evader, are needed to guarantee a successful capture? Our primary focus is to provide combinatorial bounds on the number of pursuers that are necessary and sufficient to guarantee capture. The first problem we consider consists of an unpredictable evader that is free to move around a polygonal environment of arbitrary complexity. We assume that the pursuers have complete knowledge of the evader's location at all times, possibly obtained through a network of cameras placed in the environment. We show that regardless of the number of vertices and obstacles in the polygonal environment, three pursuers are always sufficient and sometimes necessary to capture the evader. We then consider several extensions of this problem to more complex environments. In particular, suppose the players move on the surface of a 3-dimensional polyhedral body; how many pursuers are required to capture the evader? We show that 4 pursuers always suffice (upper bound), and that 3 are sometimes necessary (lower bound), for any polyhedral surface with genus zero. Generalizing this bound to surfaces of genus g, we prove the sufficiency of (4g + 4) pursuers. Finally, we show that 4 pursuers also suffice under the "weighted region" constraints, where the movement costs through different regions of the (genus zero) surface have (different) multiplicative weights. Next we consider a more general problem with a less restrictive sensing model. The pursuers' sensors are visibility based, only providing the location of the evader if it is in direct line of sight. We begin my making only the minimalist assumption that pursuers and the evader have the same maximum speed. When the environment is a simply-connected (hole-free) polygon of n vertices, we show that Θ(n^1/2 ) pursuers are both necessary and sufficient in the worst-case. When the environment is a polygon with holes, we prove a lower bound of Ω(n^2/3 ) and an upper bound of O(n^5/6 ) pursuers, where n includes the vertices of the hole boundaries. However, we show that with realistic constraints on the polygonal environment these bounds can be drastically improved. Namely, if the players' movement speed is small compared to the features of the environment, we give an algorithm with a worst case upper bound of O(log n) pursuers for simply-connected n-gons and O(√h + log n) for polygons with h holes. The final problem we consider takes a small step toward addressing the fact that location sensing is noisy and imprecise in practice. Suppose a tracking agent wants to follow a moving target in the two-dimensional plane. We investigate what is the tracker's best strategy to follow the target and at what rate does the distance between the tracker and target grow under worst-case localization noise. We adopt a simple but realistic model of relative error in sensing noise: the localization error is proportional to the true distance between the tracker and the target. Under this model we are able to give tight upper and lower bounds for the worst-case tracking performance, both with or without obstacles in the Euclidean plane
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