1,600 research outputs found
Three-dimensional unstructured grid generation via incremental insertion and local optimization
Algorithms for the generation of 3D unstructured surface and volume grids are discussed. These algorithms are based on incremental insertion and local optimization. The present algorithms are very general and permit local grid optimization based on various measures of grid quality. This is very important; unlike the 2D Delaunay triangulation, the 3D Delaunay triangulation appears not to have a lexicographic characterization of angularity. (The Delaunay triangulation is known to minimize that maximum containment sphere, but unfortunately this is not true lexicographically). Consequently, Delaunay triangulations in three-space can result in poorly shaped tetrahedral elements. Using the present algorithms, 3D meshes can be constructed which optimize a certain angle measure, albeit locally. We also discuss the combinatorial aspects of the algorithm as well as implementational details
Subdivision Directional Fields
We present a novel linear subdivision scheme for face-based tangent
directional fields on triangle meshes. Our subdivision scheme is based on a
novel coordinate-free representation of directional fields as halfedge-based
scalar quantities, bridging the finite-element representation with discrete
exterior calculus. By commuting with differential operators, our subdivision is
structure-preserving: it reproduces curl-free fields precisely, and reproduces
divergence-free fields in the weak sense. Moreover, our subdivision scheme
directly extends to directional fields with several vectors per face by working
on the branched covering space. Finally, we demonstrate how our scheme can be
applied to directional-field design, advection, and robust earth mover's
distance computation, for efficient and robust computation
Distance-Sensitive Planar Point Location
Let be a connected planar polygonal subdivision with edges
that we want to preprocess for point-location queries, and where we are given
the probability that the query point lies in a polygon of
. We show how to preprocess such that the query time
for a point~ depends on~ and, in addition, on the distance
from to the boundary of~---the further away from the boundary, the
faster the query. More precisely, we show that a point-location query can be
answered in time , where
is the shortest Euclidean distance of the query point~ to the
boundary of . Our structure uses space and
preprocessing time. It is based on a decomposition of the regions of
into convex quadrilaterals and triangles with the following
property: for any point , the quadrilateral or triangle
containing~ has area . For the special case where
is a subdivision of the unit square and
, we present a simpler solution that achieves a
query time of . The latter solution can be extended to
convex subdivisions in three dimensions
Linear Complexity Hexahedral Mesh Generation
We show that any polyhedron forming a topological ball with an even number of
quadrilateral sides can be partitioned into O(n) topological cubes, meeting
face to face. The result generalizes to non-simply-connected polyhedra
satisfying an additional bipartiteness condition. The same techniques can also
be used to reduce the geometric version of the hexahedral mesh generation
problem to a finite case analysis amenable to machine solution.Comment: 12 pages, 17 figures. A preliminary version of this paper appeared at
the 12th ACM Symp. on Computational Geometry. This is the final version, and
will appear in a special issue of Computational Geometry: Theory and
Applications for papers from SCG '9
Connectivity Compression for Irregular Quadrilateral Meshes
Applications that require Internet access to remote 3D datasets are often
limited by the storage costs of 3D models. Several compression methods are
available to address these limits for objects represented by triangle meshes.
Many CAD and VRML models, however, are represented as quadrilateral meshes or
mixed triangle/quadrilateral meshes, and these models may also require
compression. We present an algorithm for encoding the connectivity of such
quadrilateral meshes, and we demonstrate that by preserving and exploiting the
original quad structure, our approach achieves encodings 30 - 80% smaller than
an approach based on randomly splitting quads into triangles. We present both a
code with a proven worst-case cost of 3 bits per vertex (or 2.75 bits per
vertex for meshes without valence-two vertices) and entropy-coding results for
typical meshes ranging from 0.3 to 0.9 bits per vertex, depending on the
regularity of the mesh. Our method may be implemented by a rule for a
particular splitting of quads into triangles and by using the compression and
decompression algorithms introduced in [Rossignac99] and
[Rossignac&Szymczak99]. We also present extensions to the algorithm to compress
meshes with holes and handles and meshes containing triangles and other
polygons as well as quads
Flipping Cubical Meshes
We define and examine flip operations for quadrilateral and hexahedral
meshes, similar to the flipping transformations previously used in triangular
and tetrahedral mesh generation.Comment: 20 pages, 24 figures. Expanded journal version of paper from 10th
International Meshing Roundtable. This version removes some unwanted
paragraph breaks from the previous version; the text is unchange
Delaunay Edge Flips in Dense Surface Triangulations
Delaunay flip is an elegant, simple tool to convert a triangulation of a
point set to its Delaunay triangulation. The technique has been researched
extensively for full dimensional triangulations of point sets. However, an
important case of triangulations which are not full dimensional is surface
triangulations in three dimensions. In this paper we address the question of
converting a surface triangulation to a subcomplex of the Delaunay
triangulation with edge flips. We show that the surface triangulations which
closely approximate a smooth surface with uniform density can be transformed to
a Delaunay triangulation with a simple edge flip algorithm. The condition on
uniformity becomes less stringent with increasing density of the triangulation.
If the condition is dropped completely, the flip algorithm still terminates
although the output surface triangulation becomes "almost Delaunay" instead of
exactly Delaunay.Comment: This paper is prelude to "Maintaining Deforming Surface Meshes" by
Cheng-Dey in SODA 200
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