6,406 research outputs found

    Geometrical and topological issues in octree based automatic meshing

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    Finite element meshes derived automatically from solid models through recursive spatial subdivision schemes (octrees) can be made to inherit the hierarchical structure and the spatial addressability intrinsic to the underlying grid. These two properties, together with the geometric regularity that can also be built into the mesh, make octree based meshes ideally suited for efficient analysis and self-adaptive remeshing and reanalysis. The element decomposition of the octal cells that intersect the boundary of the domain is discussed. The problem, central to octree based meshing, is solved by combining template mapping and element extraction into a procedure that utilizes both constructive solid geometry and boundary representation techniques. Boundary cells that are not intersected by the edge of the domain boundary are easily mapped to predefined element topology. Cells containing edges (and vertices) are first transformed into a planar polyhedron and then triangulated via element extractor. The modeling environments required for the derivation of planar polyhedra and for element extraction are analyzed

    BSP-fields: An Exact Representation of Polygonal Objects by Differentiable Scalar Fields Based on Binary Space Partitioning

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    The problem considered in this work is to find a dimension independent algorithm for the generation of signed scalar fields exactly representing polygonal objects and satisfying the following requirements: the defining real function takes zero value exactly at the polygonal object boundary; no extra zero-value isosurfaces should be generated; C1 continuity of the function in the entire domain. The proposed algorithms are based on the binary space partitioning (BSP) of the object by the planes passing through the polygonal faces and are independent of the object genus, the number of disjoint components, and holes in the initial polygonal mesh. Several extensions to the basic algorithm are proposed to satisfy the selected optimization criteria. The generated BSP-fields allow for applying techniques of the function-based modeling to already existing legacy objects from CAD and computer animation areas, which is illustrated by several examples

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    QuickCSG: Fast Arbitrary Boolean Combinations of N Solids

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    QuickCSG computes the result for general N-polyhedron boolean expressions without an intermediate tree of solids. We propose a vertex-centric view of the problem, which simplifies the identification of final geometric contributions, and facilitates its spatial decomposition. The problem is then cast in a single KD-tree exploration, geared toward the result by early pruning of any region of space not contributing to the final surface. We assume strong regularity properties on the input meshes and that they are in general position. This simplifying assumption, in combination with our vertex-centric approach, improves the speed of the approach. Complemented with a task-stealing parallelization, the algorithm achieves breakthrough performance, one to two orders of magnitude speedups with respect to state-of-the-art CPU algorithms, on boolean operations over two to dozens of polyhedra. The algorithm also outperforms GPU implementations with approximate discretizations, while producing an output without redundant facets. Despite the restrictive assumptions on the input, we show the usefulness of QuickCSG for applications with large CSG problems and strong temporal constraints, e.g. modeling for 3D printers, reconstruction from visual hulls and collision detection

    Reasoning about representations in autonomous systems: what Pólya and Lakatos have to say

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    On the equivalence between the cell-based smoothed finite element method and the virtual element method

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    We revisit the cell-based smoothed finite element method (SFEM) for quadrilateral elements and extend it to arbitrary polygons and polyhedrons in 2D and 3D, respectively. We highlight the similarity between the SFEM and the virtual element method (VEM). Based on the VEM, we propose a new stabilization approach to the SFEM when applied to arbitrary polygons and polyhedrons. The accuracy and the convergence properties of the SFEM are studied with a few benchmark problems in 2D and 3D linear elasticity. Later, the SFEM is combined with the scaled boundary finite element method to problems involving singularity within the framework of the linear elastic fracture mechanics in 2D

    Functional and structural mimics of superoxide dismutase enzymes

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    Superoxide dismutase (SOD) enzymes form important defence line in living organisms. Through a dismutation reaction they transform the highly reactive superoxide radical ion to oxygen and hydrogen peroxide. The latter compound is further transformed by catalase or peroxidase enzymes to water and oxygen. The overall structure of the enzymes and those of the active sites are largely known, thus, it has been revealed that in eukaryotes Cu(II) and Zn(II) ions act as cofactors and they are connected with an imidazolate bridge and this structural unit is coordinated with amino acids. In prokaryotes the SOD enzymes contain Mn(II) or Fe(II) or Ni(II) in their active centres. In order to learn about the working mechanism of SOD enzymes at the molecular level various structural mimics were prepared and their structural transformations during the dismutation reaction was followed. Gathering adequate amount of information allowed the preparation of functional mimics that are not necessarily copies of the active sites of the enzymes, nevertheless, display considerable SOD activity. Both functional and structural mimics are comprehensively dealt with in this review. Although enzymes may seem to be attractive catalysts for promoting real-life reactions effectively with high selectivity, they can seldom if ever be used under industrial conditions, i.e. at high temperatures and pressures. The SOD enzymes for promoting oxygen transfer reactions are not durable enough under these conditions either. The complexes mimicking SOD activities perform better in this respect, however, their reusabilities are limited, because of separation problems. A solution can be the immobilisation of these SOD mimicking complexes on solid or semi-solid supports. Even if the activity is not better then the support-free complexes, the catalyst can be filtered at the end of the reaction and can easily be recycled. Attempts for immobilisation are also comprehensively reviewed and immobilised complexes with surprisingly high SOD activities are reported as well. Full characterisation of these materials is given and rationalisation of their exceptionally high activities is offered

    Combined 3D thinning and greedy algorithm to approximate realistic particles with corrected mechanical properties

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    The shape of irregular particles has significant influence on micro- and macro-scopic behavior of granular systems. This paper presents a combined 3D thinning and greedy set-covering algorithm to approximate realistic particles with a clump of overlapping spheres for discrete element method (DEM) simulations. First, the particle medial surface (or surface skeleton), from which all candidate (maximal inscribed) spheres can be generated, is computed by the topological 3D thinning. Then, the clump generation procedure is converted into a greedy set-covering (SCP) problem. To correct the mass distribution due to highly overlapped spheres inside the clump, linear programming (LP) is used to adjust the density of each component sphere, such that the aggregate properties mass, center of mass and inertia tensor are identical or close enough to the prototypical particle. In order to find the optimal approximation accuracy (volume coverage: ratio of clump's volume to the original particle's volume), particle flow of 3 different shapes in a rotating drum are conducted. It was observed that the dynamic angle of repose starts to converge for all particle shapes at 85% volume coverage (spheres per clump < 30), which implies the possible optimal resolution to capture the mechanical behavior of the system.Comment: 34 pages, 13 figure
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