20 research outputs found
Computational Geometry Column 42
A compendium of thirty previously published open problems in computational
geometry is presented.Comment: 7 pages; 72 reference
Identifying combinations of tetrahedra into hexahedra: a vertex based strategy
Indirect hex-dominant meshing methods rely on the detection of adjacent
tetrahedra an algorithm that performs this identification and builds the set of
all possible combinations of tetrahedral elements of an input mesh T into
hexahedra, prisms, or pyramids. All identified cells are valid for engineering
analysis. First, all combinations of eight/six/five vertices whose connectivity
in T matches the connectivity of a hexahedron/prism/pyramid are computed. The
subset of tetrahedra of T triangulating each potential cell is then determined.
Quality checks allow to early discard poor quality cells and to dramatically
improve the efficiency of the method. Each potential hexahedron/prism/pyramid
is computed only once. Around 3 millions potential hexahedra are computed in 10
seconds on a laptop. We finally demonstrate that the set of potential hexes
built by our algorithm is significantly larger than those built using
predefined patterns of subdivision of a hexahedron in tetrahedral elements.Comment: Preprint submitted to CAD (26th IMR special issue
Extremal properties for dissections of convex 3-polytopes
A dissection of a convex d-polytope is a partition of the polytope into
d-simplices whose vertices are among the vertices of the polytope.
Triangulations are dissections that have the additional property that the set
of all its simplices forms a simplicial complex. The size of a dissection is
the number of d-simplices it contains. This paper compares triangulations of
maximal size with dissections of maximal size. We also exhibit lower and upper
bounds for the size of dissections of a 3-polytope and analyze extremal size
triangulations for specific non-simplicial polytopes: prisms, antiprisms,
Archimedean solids, and combinatorial d-cubes.Comment: 19 page
SKIRT: the design of a suite of input models for Monte Carlo radiative transfer simulations
The Monte Carlo method is the most popular technique to perform radiative
transfer simulations in a general 3D geometry. The algorithms behind and
acceleration techniques for Monte Carlo radiative transfer are discussed
extensively in the literature, and many different Monte Carlo codes are
publicly available. On the contrary, the design of a suite of components that
can be used for the distribution of sources and sinks in radiative transfer
codes has received very little attention. The availability of such models, with
different degrees of complexity, has many benefits. For example, they can serve
as toy models to test new physical ingredients, or as parameterised models for
inverse radiative transfer fitting. For 3D Monte Carlo codes, this requires
algorithms to efficiently generate random positions from 3D density
distributions. We describe the design of a flexible suite of components for the
Monte Carlo radiative transfer code SKIRT. The design is based on a combination
of basic building blocks (which can be either analytical toy models or
numerical models defined on grids or a set of particles) and the extensive use
of decorators that combine and alter these building blocks to more complex
structures. For a number of decorators, e.g. those that add spiral structure or
clumpiness, we provide a detailed description of the algorithms that can be
used to generate random positions. Advantages of this decorator-based design
include code transparency, the avoidance of code duplication, and an increase
in code maintainability. Moreover, since decorators can be chained without
problems, very complex models can easily be constructed out of simple building
blocks. Finally, based on a number of test simulations, we demonstrate that our
design using customised random position generators is superior to a simpler
design based on a generic black-box random position generator.Comment: 15 pages, 4 figures, accepted for publication in Astronomy and
Computin
Empty Monochromatic Simplices
Let be a -colored (finite) set of points in , , in general position, that is, no {} points of lie in a common
}-dimensional hyperplane. We count the number of empty monochromatic
-simplices determined by , that is, simplices which have only points from
one color class of as vertices and no points of in their interior. For
we provide a lower bound of and
strengthen this to for . On the way we provide various
results on triangulations of point sets in . In particular, for
any constant dimension , we prove that every set of points (
sufficiently large), in general position in , admits a
triangulation with at least simplices
Empty monochromatic simplices
Let S be a k-colored (finite) set of n points in , da parts per thousand yen3, in general position, that is, no (d+1) points of S lie in a common (d-1)-dimensional hyperplane. We count the number of empty monochromatic d-simplices determined by S, that is, simplices which have only points from one color class of S as vertices and no points of S in their interior. For 3a parts per thousand currency signka parts per thousand currency signd we provide a lower bound of and strengthen this to Omega(n (d-2/3)) for k=2.; On the way we provide various results on triangulations of point sets in . In particular, for any constant dimension da parts per thousand yen3, we prove that every set of n points (n sufficiently large), in general position in , admits a triangulation with at least dn+Omega(logn) simplices.Postprint (author’s final draft
The Complexity of Finding Small Triangulations of Convex 3-Polytopes
The problem of finding a triangulation of a convex three-dimensional polytope
with few tetrahedra is proved to be NP-hard. We discuss other related
complexity results.Comment: 37 pages. An earlier version containing the sketch of the proof
appeared at the proceedings of SODA 200
Master of Science
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
An iterative interface reconstruction method for PLIC in general convex grids as part of a Coupled Level Set Volume of Fluid solver
Reconstructing the interface within a cell, based on volume fraction and normal direction, is a key part of multiphase flow solvers which make use of piecewise linear interface calculation (PLIC) such as the Coupled Level Set Volume of Fluid (CLSVOF) method. In this paper, we present an iterative method for interface reconstruction (IR) in general convex cells based on tetrahedral decomposition. By splitting the cell into tetrahedra prior to IR the volume of the truncated polyhedron can be calculated much more rapidly than using existing clipping and capping methods. In addition the root finding algorithm is designed to take advantage of the nature of the relationship between volume fraction and interface position by using a combination of Newton's and Muller's methods. In stand-alone tests of the IR algorithm on single cells with up to 20 vertices the proposed method was found to be 2 times faster than an implementation of an existing analytical method, while being easy to implement. It was also found to be 3.4–11.8 times faster than existing iterative methods using clipping and capping and combined with Brent's root finding method. Tests were then carried out of the IR method as part of a CLSVOF solver. For a sphere deformed by a prescribed velocity field the proposed method was found to be up to 33% faster than existing iterative methods. For simulations including the solution of the velocity field the maximum speed up was found to be approximately 52% for a case where 12% of cells lie on the interface. Analysis of the full simulation CPU time budget also indicates that while the proposed method has produced a considerable speed-up, further gains due to increasing the efficiency of the IR method are likely to be small as the IR step now represents only a small proportion of the run time