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    On interpolation spaces of piecewise polynomials on mixed meshes

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    We consider fractional Sobolev spaces HθH^\theta, θ∈(0,1)\theta\in (0,1), on 2D domains and H1H^1-conforming discretizations by globally continuous piecewise polynomials on a mesh consisting of shape-regular triangles and quadrilaterals. We prove that the norm obtained from interpolating between the discrete space equipped with the L2L^2-norm on the one hand and the H1H^1-norm on the other hand is equivalent to the corresponding continuous interpolation Sobolev norm, and the norm-equivalence constants are independent of meshsize and polynomial degree. This characterization of the Sobolev norm is then used to show an inverse inequality between H1H^1 and HθH^\theta

    Geometrical characterization of textures consisting of two or three discrete colorings

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    Geometrical characterization for discretized contrast textures is realized by computing the Gaussian and mean curvatures relative to the central pixel of a clique and four neighboring pixels, these four neighbors either being first or second order neighbors. Practical formulae for computing these curvatures are presented. Curvatures based on the central pixel depend upon the brightness configuration of the clique pixels. Therefore the cliques are classified into classes by configuration of pixel contrast or coloring. To look at the textures formed by geometrically classified cliques, we create several textures using overlapping tiling of cliques belonging to a single curvature class. Several examples of hyperbolic textures, consisting of repeated hyperbolic cliques surrounded by non-hyperbolic cliques, are presented with the nonhyperbolic textures. We also introduce a system of 81 rotationally and brightness shift invariant geo-cliques that have shared curvatures and show that histograms of these 81 geo-cliques seem to be able to distinguish isotrigon textures

    Well-Centered Triangulation

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    Meshes composed of well-centered simplices have nice orthogonal dual meshes (the dual Voronoi diagram). This is useful for certain numerical algorithms that prefer such primal-dual mesh pairs. We prove that well-centered meshes also have optimality properties and relationships to Delaunay and minmax angle triangulations. We present an iterative algorithm that seeks to transform a given triangulation in two or three dimensions into a well-centered one by minimizing a cost function and moving the interior vertices while keeping the mesh connectivity and boundary vertices fixed. The cost function is a direct result of a new characterization of well-centeredness in arbitrary dimensions that we present. Ours is the first optimization-based heuristic for well-centeredness, and the first one that applies in both two and three dimensions. We show the results of applying our algorithm to small and large two-dimensional meshes, some with a complex boundary, and obtain a well-centered tetrahedralization of the cube. We also show numerical evidence that our algorithm preserves gradation and that it improves the maximum and minimum angles of acute triangulations created by the best known previous method.Comment: Content has been added to experimental results section. Significant edits in introduction and in summary of current and previous results. Minor edits elsewher

    Some results on triangle partitions

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    We show that there exist efficient algorithms for the triangle packing problem in colored permutation graphs, complete multipartite graphs, distance-hereditary graphs, k-modular permutation graphs and complements of k-partite graphs (when k is fixed). We show that there is an efficient algorithm for C_4-packing on bipartite permutation graphs and we show that C_4-packing on bipartite graphs is NP-complete. We characterize the cobipartite graphs that have a triangle partition
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