120 research outputs found

    Adaptive meshing for finite element analysis of heterogeneous materials

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    VoroCrust: Voronoi Meshing Without Clipping

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    Polyhedral meshes are increasingly becoming an attractive option with particular advantages over traditional meshes for certain applications. What has been missing is a robust polyhedral meshing algorithm that can handle broad classes of domains exhibiting arbitrarily curved boundaries and sharp features. In addition, the power of primal-dual mesh pairs, exemplified by Voronoi-Delaunay meshes, has been recognized as an important ingredient in numerous formulations. The VoroCrust algorithm is the first provably-correct algorithm for conforming polyhedral Voronoi meshing for non-convex and non-manifold domains with guarantees on the quality of both surface and volume elements. A robust refinement process estimates a suitable sizing field that enables the careful placement of Voronoi seeds across the surface circumventing the need for clipping and avoiding its many drawbacks. The algorithm has the flexibility of filling the interior by either structured or random samples, while preserving all sharp features in the output mesh. We demonstrate the capabilities of the algorithm on a variety of models and compare against state-of-the-art polyhedral meshing methods based on clipped Voronoi cells establishing the clear advantage of VoroCrust output.Comment: 18 pages (including appendix), 18 figures. Version without compressed images available on https://www.dropbox.com/s/qc6sot1gaujundy/VoroCrust.pdf. Supplemental materials available on https://www.dropbox.com/s/6p72h1e2ivw6kj3/VoroCrust_supplemental_materials.pd

    On Volumetric Shape Reconstruction from Implicit Forms

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    International audienceIn this paper we report on the evaluation of volumetric shape reconstruction methods that consider as input implicit forms in 3D. Many visual applications build implicit representations of shapes that are converted into explicit shape representations using geometric tools such as the Marching Cubes algorithm. This is the case with image based reconstructions that produce point clouds from which implicit functions are computed, with for instance a Poisson reconstruction approach. While the Marching Cubes method is a versatile solution with proven efficiency, alternative solutions exist with different and complementary properties that are of interest for shape modeling. In this paper, we propose a novel strategy that builds on Centroidal Voronoi Tessellations (CVTs). These tessellations provide volumetric and surface representations with strong regularities in addition to provably more accurate approximations of the implicit forms considered. In order to compare the existing strategies, we present an extensive evaluation that analyzes various properties of the main strategies for implicit to explicit volumetric conversions: Marching cubes, Delaunay refinement and CVTs, including accuracy and shape quality of the resulting shape mesh

    Doctor of Philosophy

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    dissertationOne of the fundamental building blocks of many computational sciences is the construction and use of a discretized, geometric representation of a problem domain, often referred to as a mesh. Such a discretization enables an otherwise complex domain to be represented simply, and computation to be performed over that domain with a finite number of basis elements. As mesh generation techniques have become more sophisticated over the years, focus has largely shifted to quality mesh generation techniques that guarantee or empirically generate numerically well-behaved elements. In this dissertation, the two complementary meshing subproblems of vertex placement and element creation are analyzed, both separately and together. First, a dynamic particle system achieves adaptivity over domains by inferring feature size through a new information passing algorithm. Second, a new tetrahedral algorithm is constructed that carefully combines lattice-based stenciling and mesh warping to produce guaranteed quality meshes on multimaterial volumetric domains. Finally, the ideas of lattice cleaving and dynamic particle systems are merged into a unified framework for producing guaranteed quality, unstructured and adaptive meshing of multimaterial volumetric domains

    Differentiable Surface Triangulation

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    Triangle meshes remain the most popular data representation for surface geometry. This ubiquitous representation is essentially a hybrid one that decouples continuous vertex locations from the discrete topological triangulation. Unfortunately, the combinatorial nature of the triangulation prevents taking derivatives over the space of possible meshings of any given surface. As a result, to date, mesh processing and optimization techniques have been unable to truly take advantage of modular gradient descent components of modern optimization frameworks. In this work, we present a differentiable surface triangulation that enables optimization for any per-vertex or per-face differentiable objective function over the space of underlying surface triangulations. Our method builds on the result that any 2D triangulation can be achieved by a suitably perturbed weighted Delaunay triangulation. We translate this result into a computational algorithm by proposing a soft relaxation of the classical weighted Delaunay triangulation and optimizing over vertex weights and vertex locations. We extend the algorithm to 3D by decomposing shapes into developable sets and differentiably meshing each set with suitable boundary constraints. We demonstrate the efficacy of our method on various planar and surface meshes on a range of difficult-to-optimize objective functions. Our code can be found online: https://github.com/mrakotosaon/diff-surface-triangulation

    Master of Science

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    thesisWe present a procedure for generating a coarse, high-quality, tetrahedral mesh whose exterior surface encloses and approximates a given triangle mesh. A tetrahedral mesh is useful for computing perturbation of the triangle mesh based on continuum mechanics: perturbation such as plastic flow, fracture, and elastic deformation. The computer graphics community has long used this physics-based simulation to produce animations of objects exhibiting such physical phenomena. Interactive animation applications such as industrial design, medical training, and computer entertainment require meshes that are particularly efficient and robust, and our meshing procedure targets these properties. We begin with a BCC background lattice and sculpt an initial mesh from it whose tetrahedra occupy some of the volume bounded by the triangle mesh. We then refine this initial mesh with an iterative optimization procedure that simultaneously minimizes the distance from the triangle mesh to the surface of the tetrahedral mesh and maximizes the numerical quality of the tetrahedra. Our procedure provides a trade-off among the mesh's quality, resolution, and degree of approximation of the triangle mesh

    Effective Large Scale Computing Software for Parallel Mesh Generation

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    Scientists commonly turn to supercomputers or Clusters of Workstations with hundreds (even thousands) of nodes to generate meshes for large-scale simulations. Parallel mesh generation software is then used to decompose the original mesh generation problem into smaller sub-problems that can be solved (meshed) in parallel. The size of the final mesh is limited by the amount of aggregate memory of the parallel machine. Also, requesting many compute nodes on a shared computing resource may result in a long waiting, far surpassing the time it takes to solve the problem.;These two problems (i.e., insufficient memory when computing on a small number of nodes, and long waiting times when using many nodes from a shared computing resource) can be addressed by using out-of-core algorithms. These are algorithms that keep most of the dataset out-of-core (i.e., outside of memory, on disk) and load only a portion in-core (i.e., into memory) at a time.;We explored two approaches to out-of-core computing. First, we presented a traditional approach, which is to modify the existing in-core algorithms to enable out-of-core computing. While we achieved good performance with this approach the task is complex and labor intensive. An alternative approach, we presented a runtime system designed to support out-of-core applications. It requires little modification of the existing in-core application code and still produces acceptable results. Evaluation of the runtime system showed little performance degradation while simplifying and shortening the development cycle of out-of-core applications. The overhead from using the runtime system for small problem sizes is between 12% and 41% while the overlap of computation, communication and disk I/O is above 50% and as high as 61% for large problems.;The main contribution of our work is the ability to utilize computing resources more effectively. The user has a choice of either solving larger problems, that otherwise would not be possible, or solving problems of the same size but using fewer computing nodes, thus reducing the waiting time on shared clusters and supercomputers. We demonstrated that the latter could potentially lead to substantially shorter wall-clock time
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