4,048 research outputs found

    Local refinement based on the 7-triangle longest-edge partition

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    The triangle longest-edge bisection constitutes an efficient scheme for refining a mesh by reducing the obtuse triangles, since the largest interior angles are subdivided. In this paper we specifically introduce a new local refinement for triangulations based on the longest-edge trisection, the 7-triangle longest-edge (7T-LE) local refinement algorithm. Each triangle to be refined is subdivided in seven sub-triangles by determining its longest edge. The conformity of the new mesh is assured by an automatic point insertion criterion using the oriented 1-skeleton graph of the triangulation and three partial division patterns

    Rectilinear partitioning of irregular data parallel computations

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    New mapping algorithms for domain oriented data-parallel computations, where the workload is distributed irregularly throughout the domain, but exhibits localized communication patterns are described. Researchers consider the problem of partitioning the domain for parallel processing in such a way that the workload on the most heavily loaded processor is minimized, subject to the constraint that the partition be perfectly rectilinear. Rectilinear partitions are useful on architectures that have a fast local mesh network. Discussed here is an improved algorithm for finding the optimal partitioning in one dimension, new algorithms for partitioning in two dimensions, and optimal partitioning in three dimensions. The application of these algorithms to real problems are discussed

    Graph-grammar based algorithm for asteroid tsunami simulations

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    On January 18, 2022, around 1 million kilometers from Earth, five times the distance from Earth to the Moon, a large asteroid passed without harm to the Earth. Theoretically, however, the event of the asteroid falling into Earth, causing the tsunami, is possible since there are over 27,000 near-Earth asteroids [1], and the Earth’s surface is covered in 71 percent by water. We introduce a novel graph-grammar-based framework for asteroid tsunami simulations. Our framework adaptively generates the computational mesh of the Earth model. It is built from triangular elements representing the seashore and the seabed. The computational mesh is represented as a graph, with graph vertices representing the computational mesh element’s interiors and edges. Mesh refinements are often performed by the longest-edge refinement algorithm. We have expressed this algorithm by only two graph-grammar productions. The resulting graph represents the terrain approximating the topography with a prescribed accuracy. We generalize the graph-grammar mesh refinement algorithm to work on the entire Earth model, allowing the generation of the terrain topography, including the seabed. Having the seashore and the seabed represented by a graph, we introduce the finite element method simulations of the tsunami wave propagation. We illustrate the framework with simulations of the disastrous asteroid falling into the Baltic sea

    Survey of semi-regular multiresolution models for interactive terrain rendering

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    Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accurac
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