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25
Provably Good Mesh Generation
- J. Comput. Syst. Sci
, 1990
"... We study several versions of the problem of generating triangular meshes for finite element methods. We show how to triangulate a planar point set or polygonally bounded domain with triangles of bounded aspect ratio; how to triangulate a planar point set with triangles having no obtuse angles; how t ..."
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Cited by 172 (11 self)
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We study several versions of the problem of generating triangular meshes for finite element methods. We show how to triangulate a planar point set or polygonally bounded domain with triangles of bounded aspect ratio; how to triangulate a planar point set with triangles having no obtuse angles; how to triangulate a point set in arbitrary dimension with simplices of bounded aspect ratio; and how to produce a linear-size Delaunay triangulation of a multi-dimensional point set by adding a linear number of extra points. All our triangulations have size (number of triangles) within a constant factor of optimal, and run in optimal time O(n log n+k) with input of size n and output of size k. No previous work on mesh generation simultaneously guarantees well-shaped elements and small total size. 1. Introduction Geometric partitioning problems ask for the decomposition of a geometric input into simpler objects. These problems are fundamental in many areas, such as solid modeling, computeraided ...
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.
Efficient Collision Detection for Animation and Robotics
, 1993
"... We present efficient algorithms for collision detection and contact determination between geometric models, described by linear or curved boundaries, undergoing rigid motion. The heart of our collision detection algorithm is a simple and fast incremental method to compute the distance between two ..."
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Cited by 99 (19 self)
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We present efficient algorithms for collision detection and contact determination between geometric models, described by linear or curved boundaries, undergoing rigid motion. The heart of our collision detection algorithm is a simple and fast incremental method to compute the distance between two convex polyhedra. It utilizes convexity to establish some local applicability criteria for verifying the closest features. A preprocessing procedure is used to subdivide each feature's neighboring features to a constant size and thus guarantee expected constant running time for each test. The expected constant time performance is an attribute from exploiting the geometric coherence and locality. Let n be the total number of features, the expected run time is between O( p n) and O(n) ...
Accurate and Fast Proximity Queries between Polyhedra Using Convex Surface Decomposition
- IN COMPUTER GRAPHICS FORUM
, 2001
"... The need to perform fast and accurate proximity queries arises frequently in physically-based modeling, simulation, animation, real-time interaction within a virtual environment, and game dynamics. The set of proximity queries include intersection detection, tolerance verification, exact and approxi ..."
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Cited by 88 (12 self)
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The need to perform fast and accurate proximity queries arises frequently in physically-based modeling, simulation, animation, real-time interaction within a virtual environment, and game dynamics. The set of proximity queries include intersection detection, tolerance verification, exact and approximate minimum distance computation, and (disjoint) contact determination. Specialized data structures and algorithms have often been designed to perform each type of query separately. We present a unified approach to perform any of these queries seamlessly for general, rigid polyhedral objects with boundary representations which are orientable 2-manifolds. The proposed method involves a hierarchical data structure built upon a surface decomposition of the models. Furthermore, the incremental query algorithm takes advantage of coherence between successive frames. It has been applied to complex benchmarks and compares very favorably with earlier algorithms and systems.
Incremental algorithms for collision detection between solid models
- IEEE Transactions on Visualization and Computer Graphics
, 1995
"... solid models ..."
Strategies for Polyhedral Surface Decomposition: An Experimental Study
, 1995
"... This paper addresses the problem of decomposing a complex polyhedral surface into a small number of "convex" patches (ie, boundary parts of convex polyhedra). The corresponding optimization problem is shown to be NP-complete and an experimental search for good heuristics is undertaken. 1 Introductio ..."
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Cited by 45 (4 self)
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This paper addresses the problem of decomposing a complex polyhedral surface into a small number of "convex" patches (ie, boundary parts of convex polyhedra). The corresponding optimization problem is shown to be NP-complete and an experimental search for good heuristics is undertaken. 1 Introduction Convex shapes are easiest to represent, manipulate, and render. Even though they form the building blocks of bottom-up solid modelers, it is more often the case that the convex structure of a geometric shape is lost in its representation. We are then presented, not with the solidmodeling problem of putting together primitive convex objects, but with the reverse problem of extracting convexity out of a complex shape. The classical example is that of cutting up a 3-polyhedron into convex pieces. This is often a useful, sometimes a required, preprocessing step in graphics, manufacturing, and mesh generation. The problem has been exhaustively researched in the last few years [2]---[18]. Despi...
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.
Well-Spaced Points for Numerical Methods
, 1997
"... mesh generation, mesh coarsening, multigrid Abstract A numerical method for the solution of a partial differential equation (PDE) requires the following steps: (1) discretizing the domain (mesh generation); (2) using an approximation method and the mesh to transform the problem into a linear system; ..."
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Cited by 36 (2 self)
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mesh generation, mesh coarsening, multigrid Abstract A numerical method for the solution of a partial differential equation (PDE) requires the following steps: (1) discretizing the domain (mesh generation); (2) using an approximation method and the mesh to transform the problem into a linear system; (3) solving the linear system. The approximation error and convergence of the numerical method depend on the geometric quality of the mesh, which in turn depends on the size and shape of its elements. For example, the shape quality of a triangular mesh is measured by its element's aspect ratio. In this work, we shift the focus to the geometric properties of the nodes, rather than the elements, of well shaped meshes. We introduce the concept of well-spaced points and their spacing functions, and show that these enable the development of simple and efficient algorithms for the different stages of the numerical solution of PDEs. We first apply well-spaced point sets and their accompanying technology to mesh coarsening, a crucial step in the multigrid solution of a PDE. A good aspect-ratio coarsening sequence of an unstructured mesh M0 is a sequence of good aspect-ratio meshes M1; : : : ; Mk such that Mi is an approximation of Mi\Gamma 1 containing fewer nodes and elements. We present a new approach to coarsening that guarantees the sequence is also of optimal size and width up to a constant factor-- the first coarsening method that provides these guarantees. We also present experimental results, based on an implementation of our approach, that substantiate the theoretical claims.
Polyhedral surface decomposition with applications
- Computers and Graphics
"... This paper addresses the problem of decomposing a polyhedral surface into “meaningful ” patches. We describe two decomposition algorithms – flooding convex decomposition and watershed decomposition, and show experimental results. Moreover, we discuss three applications which can highly benefit from ..."
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Cited by 26 (4 self)
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This paper addresses the problem of decomposing a polyhedral surface into “meaningful ” patches. We describe two decomposition algorithms – flooding convex decomposition and watershed decomposition, and show experimental results. Moreover, we discuss three applications which can highly benefit from surface decomposition. These applications include content-based retrieval of threedimensional models, metamorphosis of three-dimensional models and simplification.
Interactive Direct Volume Rendering Of Curvilinear And Unstructured Data
, 1992
"... this paper, except Figures 4.8 and 4.9, are two dimensional, representing polyhedra as polygons. 1 2 3 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 4 * vp Figure 4.1: Visibility ordering of the cells of a mesh relative to viewpoint vp. can be computed and stored in a preprocessing step. The MPVO algorit ..."
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Cited by 17 (1 self)
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this paper, except Figures 4.8 and 4.9, are two dimensional, representing polyhedra as polygons. 1 2 3 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 4 * vp Figure 4.1: Visibility ordering of the cells of a mesh relative to viewpoint vp. can be computed and stored in a preprocessing step. The MPVO algorithm can be extended to order many nonconvex meshes; this is described in detail in Section 4.4.2. 4.3 Preliminary Definitions A convex polyhedron in E

