Triangles are everywhere in the virtual world. The surface of nearly every graphical object is saved as a triangular mesh on a computer. Light effects and movements of virtual objects are computed on the basis of triangulations. Besides computer graphics, triangulated surfaces are used for the simulations of physical processes, like heating or cooling of objects or deformations. The numerical method for these simulations is often the finite element method, whose accuracy depends on the quality of the triangulation. The quality of a triangle is generally determined by computing its proximity to an equilateral triangle. Namely, the triangle's inner angles should neither be too small nor too big in order to obtain reliable numerical results. Therefore, one often improves the mesh quality before any simulation. The fact that we require triangulations for accurate simulations is the main motivation for our occupation with triangle transformations. We need a triangulation method that transforms each triangle into a more regular one. However, the transformation should not regularize a particular triangle too fast as this may inhibit that the regularity a neighboring triangles can achieve. At the same time, we would like to prove the efficacy of the transformation. a property often missed by the heuristic procedures used in practice. Besides the practical motivation, the transformation itself exhibits interesting properties which can nicely be proved by basic mathematics.
We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of strategies for each element is given by all translations of its vertices. Ideally, he would like to quantify this regularity using a quality measure which corresponds to the utility function in game theory. Each player is aware of the other players' utility functions as well as their set of strategies, which is analogous to his own utility function and strategies. In the simplest case, the utility functions only depend on the regularity. In more complicated cases this utility function depends on the element size, the curvature, or even the solution to a differential equation. This article is a sketch of a possible game-theoretical approach to mesh smoothing and still on-going research.
We study the convergence of the parameter family of series: V α , β ( t ) = ∑ p p − α exp ( 2 π i p β t ) , α , β ∈ R > 0 , t ∈ [ 0 , 1 ) defined over prime numbers p and, subsequently, their differentiability properties. The visible fractal nature of the graphs as a function of α , β is analyzed in terms of Hölder continuity, self-similarity and fractal dimension, backed with numerical results. Although this series is not a lacunary series, it has properties in common, such that we also discuss the link of this series with random walks and, consequently, explore its random properties numerically.
We present a novel approach to mesh smoothing, called GETOpt, by using a variation of the Geometric Element Transformation Method (GETMe) which falls within the framework of global optimization-based schemes and mesh quality improvement methods. We introduce a global mesh quality measure, which is inspired by rigorous convergence results concerning the size of the geometric elements (non-degeneracy and comparable sizing) and whose gradient flow yields a combination of GETMe and Laplace smoothing. Under this scheme, it can be shown rigorously that the tetrahedral mesh never degenerates. Furthermore, numerical tests show that the sizing of the mesh elements become more comparable and that the FEM gives better approximations in case the PDE problem being solved demonstrates isotropic physical behavior. More specifically, we present in this article an example where the mesh is used to solve Poisson's equation using the standard Galerkin finite element method with piecewise linear and order 2 functions on the low-order mesh.
We introduce a smoothing algorithm for triangle, quadrilateral, tetrahedral and hexahedral meshes whose centerpiece is a simple geometric triangle transformation. The first part focuses on the mathematical properties of the element transformation. In particular, the transformation gives rise directly to a continuous model given by a system of coupled damped oscillations. Derived from this physical model, adaptive parameters are introduced and their benefits presented. The second part discusses the mesh smoothing algorithm based on the element transformation and its numerical performance on example meshes.
We analyze the dynamical properties of a tetrahedron transformation on the space of non-degenerate tetrahedra which can be identified with the non-compact globally symmetric 8-dimensional space SL(3,R)/SO(3,R). We establish the existence of a local attractor which coincides with the set of regular tetrahedra and identify conditions which imply that the basin of attraction is the entire space. In numerical tests, these conditions are fulfilled for a large set of random tetrahedra.
We show that a partially hyperbolic$C^{1}$-diffeomorphism$f:M\rightarrow M$with a uniformly compact$f$-invariant center foliation${\mathcal{F}}^{c}$is dynamically coherent. Further, the induced homeomorphism$F:M/{\mathcal{F}}^{c}\rightarrow M/{\mathcal{F}}^{c}$on the quotient space of the center foliation has the shadowing property, i.e. for every${\it\epsilon}>0$there exists${\it\delta}>0$such that every${\it\delta}$-pseudo-orbit of center leaves is${\it\epsilon}$-shadowed by an orbit of center leaves. Although the shadowing orbit is not necessarily unique, we prove the density of periodic center leaves inside the chain recurrent set of the quotient dynamics. Other interesting properties of the quotient dynamics are also discussed.
We describe a simple geometric transformation of triangles which leads to an efficient and effective algorithm to smooth triangle and tetrahedral meshes. Our focus lies on the convergence properties of this algorithm: we prove the effectivity for some planar triangle meshes and further introduce dynamical methods to study the dynamics of the algorithm which may be used for any kind of algorithm based on a geometric transformation.
We consider a partially hyperbolic C1-diffeomorphism f on a smooth compact manifold M with a uniformly compact f-invariant center foliation. We show that if the unstable bundle is one-dimensional and oriented, then the holonomy of the center foliation vanishes everywhere, the quotient space of the center foliation is a torus and f induces a hyperbolic automorphism on it, in particular, f is centrally transitive. We actually obtain further interesting results without restrictions on the unstable, stable and center dimension: we prove a kind of spectral decomposition for the chain recurrent set of the quotient dynamics, and we establish the existence of a holonomy invariant family of measures on the unstable leaves (Margulis measure).
We are interested in easy geometric transformations which regularize n-polygons in the non-euclidean plane. A transformation is called easy if it can be easily implemented into an algorithm. This article is motivated by preceding work on geometric transformations on euclidean polygons and possible applications for non-euclidean meshes.