20 research outputs found

    Computational Geometry Column 42

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    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

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    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

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    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

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    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

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    Let SS be a kk-colored (finite) set of nn points in Rd\mathbb{R}^d, d3d\geq 3, in general position, that is, no {(d+1)(d + 1)} points of SS lie in a common (d1)(d - 1)}-dimensional hyperplane. We count the number of empty monochromatic dd-simplices determined by SS, that is, simplices which have only points from one color class of SS as vertices and no points of SS in their interior. For 3kd3 \leq k \leq d we provide a lower bound of Ω(ndk+1+2d)\Omega(n^{d-k+1+2^{-d}}) and strengthen this to Ω(nd2/3)\Omega(n^{d-2/3}) for k=2k=2. On the way we provide various results on triangulations of point sets in Rd\mathbb{R}^d. In particular, for any constant dimension d3d\geq3, we prove that every set of nn points (nn sufficiently large), in general position in Rd\mathbb{R}^d, admits a triangulation with at least dn+Ω(logn)dn+\Omega(\log n) simplices

    Empty monochromatic simplices

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    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

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    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

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    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

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    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
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