216 research outputs found

    Discrete Differential Geometry

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    This is the collection of extended abstracts for the 26 lectures and the open problem session at the fourth Oberwolfach workshop on Discrete Differential Geometry

    Analysis of Slope Limiters on Irregular Grids

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    This paper examines the behavior of flux and slope limiters on non-uniform grids in multiple dimensions. Many slope limiters in standard use do not preserve linear solutions on irregular grids impacting both accuracy and convergence. We rewrite some well-known limiters to highlight their underlying symmetry, and use this form to examine the proper - ties of both traditional and novel limiter formulations on non-uniform meshes. A consistent method of handling stretched meshes is developed which is both linearity preserving for arbitrary mesh stretchings and reduces to common limiters on uniform meshes. In multiple dimensions we analyze the monotonicity region of the gradient vector and show that the multidimensional limiting problem may be cast as the solution of a linear programming problem. For some special cases we present a new directional limiting formulation that preserves linear solutions in multiple dimensions on irregular grids. Computational results using model problems and complex three-dimensional examples are presented, demonstrating accuracy, monotonicity and robustness

    Quantification of 3D spatial correlations between state variables and distances to the grain boundary network in full-field crystal plasticity spectral method simulations

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    Deformation microstructure heterogeneities play a pivotal role during dislocation patterning and interface network restructuring. Thus, they affect indirectly how an alloy recrystallizes if at all. Given this relevance, it has become common practice to study the evolution of deformation microstructure heterogeneities with 3D experiments and full-field crystal plasticity computer simulations including tools such as the spectral method. Quantifying material point to grain or phase boundary distances, though, is a practical challenge with spectral method crystal plasticity models because these discretize the material volume rather than mesh explicitly the grain and phase boundary interface network. This limitation calls for the development of interface reconstruction algorithms which enable us to develop specific data post-processing protocols to quantify spatial correlations between state variable values at each material point and the points' corresponding distance to the closest grain or phase boundary. This work contributes to advance such post-processing routines. Specifically, two grain reconstruction and three distancing methods are developed to solve above challenge. The individual strengths and limitations of these methods surplus the efficiency of their parallel implementation is assessed with an exemplary DAMASK large scale crystal plasticity study. We apply the new tool to assess the evolution of subtle stress and disorientation gradients towards grain boundaries.Comment: Manuscript submitted to Modelling and Simulation in Materials Science and Engineerin

    From light rays to 3D models

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    Methods for Real-time Visualization and Interaction with Landforms

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    This thesis presents methods to enrich data modeling and analysis in the geoscience domain with a particular focus on geomorphological applications. First, a short overview of the relevant characteristics of the used remote sensing data and basics of its processing and visualization are provided. Then, two new methods for the visualization of vector-based maps on digital elevation models (DEMs) are presented. The first method uses a texture-based approach that generates a texture from the input maps at runtime taking into account the current viewpoint. In contrast to that, the second method utilizes the stencil buffer to create a mask in image space that is then used to render the map on top of the DEM. A particular challenge in this context is posed by the view-dependent level-of-detail representation of the terrain geometry. After suitable visualization methods for vector-based maps have been investigated, two landform mapping tools for the interactive generation of such maps are presented. The user can carry out the mapping directly on the textured digital elevation model and thus benefit from the 3D visualization of the relief. Additionally, semi-automatic image segmentation techniques are applied in order to reduce the amount of user interaction required and thus make the mapping process more efficient and convenient. The challenge in the adaption of the methods lies in the transfer of the algorithms to the quadtree representation of the data and in the application of out-of-core and hierarchical methods to ensure interactive performance. Although high-resolution remote sensing data are often available today, their effective resolution at steep slopes is rather low due to the oblique acquisition angle. For this reason, remote sensing data are suitable to only a limited extent for visualization as well as landform mapping purposes. To provide an easy way to supply additional imagery, an algorithm for registering uncalibrated photos to a textured digital elevation model is presented. A particular challenge in registering the images is posed by large variations in the photos concerning resolution, lighting conditions, seasonal changes, etc. The registered photos can be used to increase the visual quality of the textured DEM, in particular at steep slopes. To this end, a method is presented that combines several georegistered photos to textures for the DEM. The difficulty in this compositing process is to create a consistent appearance and avoid visible seams between the photos. In addition to that, the photos also provide valuable means to improve landform mapping. To this end, an extension of the landform mapping methods is presented that allows the utilization of the registered photos during mapping. This way, a detailed and exact mapping becomes feasible even at steep slopes

    Ray Tracing Structured AMR Data Using ExaBricks

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    Structured Adaptive Mesh Refinement (Structured AMR) enables simulations to adapt the domain resolution to save computation and storage, and has become one of the dominant data representations used by scientific simulations; however, efficiently rendering such data remains a challenge. We present an efficient approach for volume- and iso-surface ray tracing of Structured AMR data on GPU-equipped workstations, using a combination of two different data structures. Together, these data structures allow a ray tracing based renderer to quickly determine which segments along the ray need to be integrated and at what frequency, while also providing quick access to all data values required for a smooth sample reconstruction kernel. Our method makes use of the RTX ray tracing hardware for surface rendering, ray marching, space skipping, and adaptive sampling; and allows for interactive changes to the transfer function and implicit iso-surfacing thresholds. We demonstrate that our method achieves high performance with little memory overhead, enabling interactive high quality rendering of complex AMR data sets on individual GPU workstations
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