20 research outputs found
A Smoothing Algorithm for the Dual Marching Tetrahedra Method
abstract: The Dual Marching Tetrahedra algorithm is a generalization of the Dual Marching Cubes algorithm, used to build a boundary surface around points which have been assigned a particular scalar density value, such as the data produced by and Magnetic Resonance Imaging or Computed Tomography scanner. This boundary acts as a skin between points which are determined to be "inside" and "outside" of an object. However, the DMT is vague in regards to exactly where each vertex of the boundary should be placed, which will not necessarily produce smooth results. Mesh smoothing algorithms which ignore the DMT data structures may distort the output mesh so that it could incorrectly include or exclude density points. Thus, an algorithm is presented here which is designed to smooth the output mesh, while obeying the underlying data structures of the DMT algorithm.Dissertation/ThesisM.S. Computer Science 201
Survey of two-dimensional acute triangulations
AbstractWe give a brief introduction to the topic of two-dimensional acute triangulations, mention results on related areas, survey existing achievements–with emphasis on recent activity–and list related open problems, both concrete and conceptual
Finding Hexahedrizations for Small Quadrangulations of the Sphere
This paper tackles the challenging problem of constrained hexahedral meshing.
An algorithm is introduced to build combinatorial hexahedral meshes whose
boundary facets exactly match a given quadrangulation of the topological
sphere. This algorithm is the first practical solution to the problem. It is
able to compute small hexahedral meshes of quadrangulations for which the
previously known best solutions could only be built by hand or contained
thousands of hexahedra. These challenging quadrangulations include the
boundaries of transition templates that are critical for the success of general
hexahedral meshing algorithms.
The algorithm proposed in this paper is dedicated to building combinatorial
hexahedral meshes of small quadrangulations and ignores the geometrical
problem. The key idea of the method is to exploit the equivalence between quad
flips in the boundary and the insertion of hexahedra glued to this boundary.
The tree of all sequences of flipping operations is explored, searching for a
path that transforms the input quadrangulation Q into a new quadrangulation for
which a hexahedral mesh is known. When a small hexahedral mesh exists, a
sequence transforming Q into the boundary of a cube is found; otherwise, a set
of pre-computed hexahedral meshes is used.
A novel approach to deal with the large number of problem symmetries is
proposed. Combined with an efficient backtracking search, it allows small
shellable hexahedral meshes to be found for all even quadrangulations with up
to 20 quadrangles. All 54,943 such quadrangulations were meshed using no more
than 72 hexahedra. This algorithm is also used to find a construction to fill
arbitrary domains, thereby proving that any ball-shaped domain bounded by n
quadrangles can be meshed with no more than 78 n hexahedra. This very
significantly lowers the previous upper bound of 5396 n.Comment: Accepted for SIGGRAPH 201
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Constructing Material Interfaces from Data Sets with Volume-Fraction Information
We present a new algorithm for material boundary interface reconstruction from data sets containing volume fractions. We transform the reconstruction problem to a problem that analyzes the dual data set, where each vertex in the dual mesh has an associated barycentric coordinate tuple that represents the fraction of each material present. After constructing the dual tetrahedral mesh from the original mesh, we construct material boundaries by mapping a tetrahedron into barycentric space and calculating the intersections with Voronoi cells in barycentric space. These intersections are mapped back to the original physical space and triangulated to form the boundary surface approximation. This algorithm can be applied to any grid structure and can treat any number of materials per element/vertex