156 research outputs found
Efficient quadrature rules for subdivision surfaces in isogeometric analysis
We introduce a new approach to numerical quadrature on geometries defined by subdivision surfaces based on quad meshes in the context of isogeometric analysis. Starting with a sparse control mesh, the subdivision process generates a sequence of finer and finer quad meshes that in the limit defines a smooth subdivision surface, which can be of any manifold topology.
Traditional approaches to quadrature on such surfaces rely on per-quad integration, which is inefficient and typically also inaccurate near vertices where other than four quads meet. Instead, we explore the space of possible groupings of quads and identify the optimal macro-quads in terms of the number of quadrature points needed. We show that macro-quads consisting of quads from one or several consecutive levels of subdivision considerably reduce the cost of numerical integration. Our rules possess a tensor product structure and the underlying univariate rules are Gaussian, i.e., they require the minimum possible number of integration points in both univariate directions.
The optimal quad groupings differ depending on the particular application. For instance, computing surface areas, volumes, or solving the Laplace problem lead to different spline spaces with specific structures in terms of degree and continuity. We show that in most cases the optimal groupings are quad-strips consisting of quads, while in some cases a special macro-quad spanning more than one subdivision level offers the most economical integration.
Additionally, we extend existing results on exact integration of subdivision splines. This allows us to validate our approach by computing surface areas and volumes with known exact values. We demonstrate on several examples that our quadratures use fewer quadrature points than traditional quadratures. We illustrate our approach to subdivision spline quadrature on the well-known Catmull-Clark scheme based on bicubic splines, but our ideas apply also to subdivision schemes of arbitrary bidegree, including non-uniform and hierarchical variants. Specifically, we address the problems of computing areas and volumes of Catmull-Clark subdivision surfaces, as well as solving the Laplace and Poisson PDEs defined over planar unstructured quadrilateral meshes in the context of isogeometric analysis
Smooth Blended Subdivision Shading
The concept known as subdivision shading aims at improving the shading of subdivision surfaces. It is based on the subdivision of normal vectors associated with the control net of the surface. By either using the resulting subdivided normal field directly, or blending it with the normal field of the limit surface, renderings of higher visual smoothness can be obtained. In this work we propose a different and more versatile approach to blend the two normal fields, yielding not only better results, but also a proof that our blended normal field is C
A Comparison of GPU Tessellation Strategies for Multisided Patches
We propose an augmentation of the traditional tessellation pipeline with several different strategies that efficiently render multisided patches using generalised barycentric coordinates. The strategies involve different subdivision steps and the usage of textures. In addition, we show that adaptive tessellation techniques naturally extend to some of these strategies whereas others need a slight adjustment. The technique of Loop et al. [LSNC09], commonly known as ACC-2, is extended to multisided faces to illustrate the effectiveness of multisided techniques. A performance and quality comparison is made between the different strategies and remarks on the techniques and implementation details are provided
Finite element analysis enhanced with subdivision surface boundary representations
In this work we develop a design-through-analysis methodology by extending the concept of the NURBS-enhanced finite element method (NEFEM) to volumes bounded by Catmull-Clark subdivision surfaces. The representation of the boundary as a single watertight manifold facilitates the generation of an external curved triangular mesh, which is subsequently used to generate the interior volumetric mesh. Following the NEFEM framework, the basis functions are defined in the physical space and the numerical integration is realized with a special mapping which takes into account the exact definition of the boundary. Furthermore, an appropriate quadrature strategy is proposed to deal with the integration of elements adjacent to extraordinary vertices (EVs). Both theoretical and practical aspects of the implementation are discussed and are supported with numerical examples.</p
- …