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94
Mesh Generation And Optimal Triangulation
, 1992
"... We survey the computational geometry relevant to finite element mesh generation. We especially focus on optimal triangulations of geometric domains in two- and three-dimensions. An optimal triangulation is a partition of the domain into triangles or tetrahedra, that is best according to some cri ..."
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Cited by 171 (8 self)
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We survey the computational geometry relevant to finite element mesh generation. We especially focus on optimal triangulations of geometric domains in two- and three-dimensions. An optimal triangulation is a partition of the domain into triangles or tetrahedra, that is best according to some criterion that measures the size, shape, or number of triangles. We discuss algorithms both for the optimization of triangulations on a fixed set of vertices and for the placement of new vertices (Steiner points). We briefly survey the heuristic algorithms used in some practical mesh generators.
A Delaunay Refinement Algorithm for Quality 2-Dimensional Mesh Generation
, 1995
"... We present a simple new algorithm for triangulating polygons and planar straightline graphs. It provides "shape" and "size" guarantees: All triangles have a bounded aspect ratio. The number of triangles is within a constant factor of optimal. Such "quality" triangulations are desirable as meshes for ..."
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Cited by 159 (0 self)
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We present a simple new algorithm for triangulating polygons and planar straightline graphs. It provides "shape" and "size" guarantees: All triangles have a bounded aspect ratio. The number of triangles is within a constant factor of optimal. Such "quality" triangulations are desirable as meshes for the nite element method, in which the running time generally increases with the number of triangles, and where the convergence and stability may be hurt by very skinny triangles. The technique we use - successive refinement of a Delaunay triangulation - extends a mesh generation technique of Chew by allowing triangles of varying sizes. Compared with previous quadtree-based algorithms for quality mesh generation, the Delaunay refinement approach is much simpler and generally produces meshes with fewer triangles. We also discuss an implementation of the algorithm and evaluate its performance on a variety of inputs.
Voronoi Diagrams
- Handbook of Computational Geometry
"... Voronoi diagrams can also be thought of as lower envelopes, in the sense mentioned at the beginning of this subsection. Namely, for each point x not situated on a bisecting curve, the relation p x q defines a total ordering on S. If we construct a set of surfaces H p , p S,in3-space such t ..."
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Cited by 125 (18 self)
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Voronoi diagrams can also be thought of as lower envelopes, in the sense mentioned at the beginning of this subsection. Namely, for each point x not situated on a bisecting curve, the relation p x q defines a total ordering on S. If we construct a set of surfaces H p , p S,in3-space such that H p is below H q i# p x q holds, then the projection of their lower envelope equals the abstract Voronoi diagram.
Smooth Surface Reconstruction via Natural Neighbour Interpolation of Distance Functions
, 2000
"... We present an algorithm to reconstruct smooth surfaces of arbitrary topology from unorganised sample points and normals. The method uses natural neighbour interpolation, works in any dimension and allows to deal with non uniform samples. The reconstructed surface is a smooth manifold passing through ..."
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Cited by 91 (3 self)
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We present an algorithm to reconstruct smooth surfaces of arbitrary topology from unorganised sample points and normals. The method uses natural neighbour interpolation, works in any dimension and allows to deal with non uniform samples. The reconstructed surface is a smooth manifold passing through all the sample points. This surface is implicitly represented as the zero-set of some pseudo-distance function. It can be meshed so as to satisfy a user-defined error bound. Experimental results are presented for surfaces in R³.
Optimistic parallelism requires abstractions
- In PLDI
, 2007
"... Irregular applications, which manipulate large, pointer-based data structures like graphs, are difficult to parallelize manually. Automatic tools and techniques such as restructuring compilers and runtime speculative execution have failed to uncover much parallelism in these applications, in spite o ..."
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Cited by 65 (8 self)
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Irregular applications, which manipulate large, pointer-based data structures like graphs, are difficult to parallelize manually. Automatic tools and techniques such as restructuring compilers and runtime speculative execution have failed to uncover much parallelism in these applications, in spite of a lot of effort by the research community. These difficulties have even led some researchers to wonder if there is any coarse-grain parallelism worth exploiting in irregular applications. In this paper, we describe two real-world irregular applications: a Delaunay mesh refinement application and a graphics application that performs agglomerative clustering. By studying the algorithms and data structures used in these applications, we show that there is substantial coarse-grain, data parallelism in these applications, but that this parallelism is very dependent on the input data and therefore cannot be uncovered by compiler analysis. In principle, optimistic techniques such as thread-level speculation can be used to uncover this parallelism, but we argue that current implementations cannot accomplish this because they do not use the proper abstractions for the data structures in these programs. These insights have informed our design of the Galois system, an object-based optimistic parallelization system for irregular applications. There are three main aspects to Galois: (1) a small number of syntactic constructs for packaging optimistic parallelism as iteration over ordered and unordered sets, (2) assertions about methods in class libraries, and (3) a runtime scheme for detecting and recovering from potentially unsafe accesses to shared memory made by an optimistic computation. We show that Delaunay mesh generation and agglomerative clustering can be parallelized in a straight-forward way using the Galois approach, and we present experimental measurements to show that this approach is practical. These results suggest that Galois is a practical approach to exploiting data parallelism in irregular programs.
Aspects of Unstructured Grids and Finite-Volume Solvers for the Euler and Navier-Stokes Equations (Part 4)
, 1995
"... this report, the model was tested on various subsonic and transonic flow problems: flat plates, airfoils, wakes, etc. The model consists of a single advectiondiffusion equation with source term for a field variable which is the product of turbulence Reynolds number and kinematic viscosity, e RT . ..."
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Cited by 50 (0 self)
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this report, the model was tested on various subsonic and transonic flow problems: flat plates, airfoils, wakes, etc. The model consists of a single advectiondiffusion equation with source term for a field variable which is the product of turbulence Reynolds number and kinematic viscosity, e RT . This variable is proportional to the eddy viscosity except very near a solid wall. The model equation is of the form: D( e RT ) Dt =(c ffl 2 f 2 (y + ) \Gamma c ffl 1 ) q e RT P +( + t oe R )r 2 ( e RT ) \Gamma 1 oe ffl (r t ) \Delta r( e RT ): (6:3:3) In this equation P is the production of turbulent kinetic energy and is related to the mean flow velocity rate-of-strain and the kinematic eddy viscosity t . Equation (6.3.3) depends on distance to solid walls in two ways. First, the damping function f 2 appearing in equation (6.3.3) depends directly on distance to the wall (in wall units). Secondly, t depends on e R t and damping functions which require distance to the wall
Variable Resolution Terrain Surfaces
, 1996
"... A model for the multiresolution decomposition of planar domains into triangles is introduced, which is more general than other multiresolution models proposed in the literature, and can be efficiently applied to the representation of a polyhedral terrain at variable resolution. The model is based on ..."
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Cited by 49 (6 self)
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A model for the multiresolution decomposition of planar domains into triangles is introduced, which is more general than other multiresolution models proposed in the literature, and can be efficiently applied to the representation of a polyhedral terrain at variable resolution. The model is based on a collection of fragments of plane triangulations arranged into a partially ordered set. Different decompositions of a domain can be obtained by combining different fragments from the model. A data structure to encode the model is presented, and an efficient algorithm is proposed that can extract in linear time a polyhedral terrain representation, whose accuracy over the domain is variable according to a given threshold function. Furthermore, the size of the extracted representation is minimum among all possible polyhedral representations that can be built from the model, and that satisfy the threshold function. A major application of these results is in real time rendering of terrains in f...
Quality Mesh Generation in Higher Dimensions
, 1996
"... We consider the problem of triangulating a d-dimensional region. Our mesh generation algorithm, called QMG, is a quadtree-based algorithm that can triangulate any polyhedral region including nonconvex regions with holes. Furthermore, our algorithm guarantees a bounded aspect ratio triangulation ..."
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Cited by 41 (6 self)
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We consider the problem of triangulating a d-dimensional region. Our mesh generation algorithm, called QMG, is a quadtree-based algorithm that can triangulate any polyhedral region including nonconvex regions with holes. Furthermore, our algorithm guarantees a bounded aspect ratio triangulation provided that the input domain itself has no sharp angles. Finally, our algorithm is guaranteed never to overrefine the domain in the sense that the number of simplices produced by QMG is bounded above by a factor times the number produced by any competing algorithm, where the factor depends on the aspect ratio bound satisfied by the competing algorithm. The QMG algorithm has been implemented in C++ and is used as a mesh generator for the finite element method.
The Crust and the Beta-Skeleton: Combinatorial Curve Reconstruction
- Graphical Models and Image Processing
, 1998
"... We construct a graph on a planar point set, which captures its shape in the following sense: if a smooth curve is sampled densely enough, the graph on the samples is a polygonalization of the curve, with no extraneous edges. The required sampling density varies with the Local Feature Size on the cur ..."
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Cited by 39 (0 self)
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We construct a graph on a planar point set, which captures its shape in the following sense: if a smooth curve is sampled densely enough, the graph on the samples is a polygonalization of the curve, with no extraneous edges. The required sampling density varies with the Local Feature Size on the curve, so that areas of less detail can be sampled less densely. We give two different graphs that, in this sense, reconstruct smooth curves: a simple new construction which we call the crust, and the fi-skeleton, using a specific value of fi. 1 Introduction There are many situations in which a set of sample points lying on or near a surface is used to reconstruct a polygonal approximation to the surface. In the plane, this problem becomes a sort of unlabeled version of connect-the-dots: we are given a set of points and asked to connect them into the most likely polygonal curve. We show that under fairly generous and well-defined sampling conditions either of two proximitybased graphs defined ...

