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Implementation Of Mesh Generation AlgorithmsYildiz, Ozgur 01 January 2003 (has links) (PDF)
In this thesis, three mesh generation software packages have been developed and
implemented. The first two were based on structured mesh generation algorithms
and used to solve structured surface and volume mesh generation problems of
three-dimensional domains. Structured mesh generation algorithms were based
on the concept of isoparametric coordinates. In structured surface mesh
generation software, quadrilateral mesh elements were generated for complex
three-dimensional surfaces and these elements were then triangulated in order to
obtain high-quality triangular mesh elements. Structured volume mesh
generation software was used to generate hexahedral mesh elements for volumes.
Tetrahedral mesh elements were constructed from hexahedral elements using
hexahedral node insertion method. The results, which were produced by the mesh
generation algorithms, were converted to a required format in order to be saved in output files. The third software package is an unstructured quality tetrahedral
mesh generator and was used to generate exact Delaunay tetrahedralizations,
constrained (conforming) Delaunay tetrahedralizations and quality conforming
Delaunay tetrahedralizations. Apart from the mesh generation algorithms used
and implemented in this thesis, unstructured mesh generation techniques that can
be used to generate quadrilateral, triangular, hexahedral and tetrahedral mesh
elements were also discussed.
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Porovnání metod pro rozklad křehkých těles na GPU pomocí 3D Voroného diagramu / Comparison of Brittle Body Decomposition GPU Based Methods Using Voronoi DiagramOnčo, Michael January 2020 (has links)
Following thesis regards itself with Voronoi diagram creation in 3D using a graphics card. It focuses on and compares certain algorithms that construct the diagram when given set of points in space. For this purpose there have been two algorithms implemented. First one creates Delaunay tetrahedralization using parallel splitting and flipping of present tetrahedra. Then it transforms it into a Voronoi diagram. The second algorithms utilizes planes to cut a mesh until required shapes are created. Testing shows the advantages and disadvantages of these algorithms and their relative performance. Main takeaway from this work for these algorithms is the relative sensitivity of the second method to the use of inappropriate shape in relation to given set of points. For the other algorithm its slower start and relative unsuitability for use with smaller sets of points is apparent, but it is greatly optimized for big sets.
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Geração em Paralelo de Malhas Tetraédricas com Fraturas por Decomposição Espacial Binária / Parallel Generation of Tetrahedral Meshes with Cracks by Spatial Binary DecompositionFreitas, Markos Oliveira January 2015 (has links)
FREITAS, Markos Oliveira. Geração em Paralelo de Malhas Tetraédricas com Fraturas por Decomposição Espacial Binária. 2015. 129 f. Tese (Doutorado em Ciência da Computação)-Universidade Federal do Ceará, Fortaleza, 2015. / Submitted by Vitor Campos (vitband@gmail.com) on 2016-09-27T23:47:57Z
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Previous issue date: 2015 / This work describes a technique for generating three-dimensional tetrahedral meshes using parallel computing, with shared, distributed, or hybrid memory processors. The input for the algorithm is a triangular mesh that models the surface of one of several objects, that might have holes in its interior or internal or boundary cracks. A binary tree structure for spatial partitioning is proposed in this work to recursively decompose the domain in as many subdomains as processes or threads in the parallel system, in which every subdomain has the geometry of a rectangular parallelepiped. This decomposition attempts to balance the amount of work in all the subdomains. The amount of work, known as load, of any mesh generator is usually given as a function of its output size, i.e., the size of the generated mesh. Therefore, a technique to estimate the size of this mesh, the total load of the domain, is needed beforehand. This work uses a refined octree, generated from the surface mesh, to estimate this load, and the decomposition is performed on top of this octree. Once the domain is decomposed, each process/thread generates the mesh in its subdomain by means of an advancing front technique, in such a way that it does not overpass the limits defined by its subdomain, and applies an improvement on it. Some of the processes/threads are responsible for generating the meshes connecting the subdomains, i.e., the interface meshes, in order to generate the whole mesh. This technique presented good speed-up results, keeping the quality of the mesh comparable to the quality of the serially generated mesh. / Este trabalho descreve uma técnica para gerar malhas tridimensionais tetraédricas utilizando computação paralela, com processadores de memória compartilhada, memória distribuída ou memória híbrida. A entrada para o algoritmo é uma malha triangular que modela a superfície de um ou vários objetos, que podem conter buracos no interior ou fraturas internas ou na borda. Uma estrutura em forma de árvore binária de partição espacial é proposta neste trabalho para, recursivamente, decompor o domínio em tantos subdomínios quantos forem os processos ou threads no sistema paralelo, em que cada subdomínio tem a geometria de um paralelepípedo retangular. Esta decomposição tenta equilibrar a quantidade de trabalho em todos os subdomínios. A quantidade de trabalho, conhecida como carga, de qualquer gerador de malha é geralmente dada em função do tamanho da saída do algoritmo, ou seja, do tamanho da malha gerada. Assim, faz-se necessária uma técnica para estimar previamente o tamanho dessa malha, que é carga total do domínio. Este trabalho faz uso de uma octree refinada, gerada a partir da malha de superfície dada como entrada, para estimar esta carga, e a decomposição é feita a partir dessa octree. Uma vez decomposto o domínio, cada processo/thread gera a malha em seu subdomínio por uma técnica de avanço de fronteira, de forma que ela não ultrapasse os limites definidos pelo seu subdomínio, e aplica um melhoramento nela. Alguns dos processos/threads ficam responsáveis por gerar as malhas conectando os subdomínios, ou seja, as malhas de interface, até que toda a malha tenha sido gerada. Esta técnica apresentou bons resultados de speed-up, mantendo a qualidade da malha comparável à qualidade da malha gerada sequencialmente.
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Parallel Generation of Tetrahedral Meshes with Cracks by Spatial Binary Decomposition / GeraÃÃo em Paralelo de Malhas TetraÃdricas com Fraturas por DecomposiÃÃo Espacial BinÃriaMarkos Oliveira Freitas 08 May 2015 (has links)
CoordenaÃÃo de AperfeÃoamento de Pessoal de NÃvel Superior / This work describes a technique for generating three-dimensional tetrahedral meshes using parallel computing,
with shared, distributed, or hybrid memory processors. The input for the algorithm is a triangular mesh that models the surface of one of several objects, that might have holes in its interior or internal or boundary cracks. A binary tree structure for spatial partitioning is proposed in this work to recursively decompose the domain in as many subdomains as processes or threads in the parallel system, in which every subdomain has the geometry of a rectangular parallelepiped. This decomposition attempts to balance the amount of work in all the subdomains. The amount of work, known as load, of any mesh generator is usually given as a function of its output size, i.e., the size of the generated mesh. Therefore, a technique to estimate the size of this mesh, the total load of the domain, is needed beforehand. This
work uses a refined octree, generated from the surface mesh, to estimate this load, and the decomposition is performed on top of this octree. Once the domain is decomposed, each process/thread generates the mesh in its subdomain by means of an advancing front technique, in such a way that it does not overpass the limits defined by its subdomain, and applies an improvement on it. Some of the processes/threads are responsible for generating the meshes connecting the subdomains, i.e., the interface meshes, in order to generate the whole mesh. This technique presented good speed-up results, keeping the quality of the mesh comparable to the quality of the serially generated mesh. / Este trabalho descreve uma tÃcnica para gerar malhas tridimensionais tetraÃdricas utilizando computaÃÃo paralela, com processadores de memÃria compartilhada, memÃria distribuÃda ou memÃria hÃbrida. A entrada para o algoritmo à uma malha triangular que modela a superfÃcie de um ou vÃrios objetos, que podem conter buracos no interior ou fraturas internas ou na borda. Uma estrutura em forma de Ãrvore binÃria de partiÃÃo espacial à proposta neste trabalho para, recursivamente, decompor o domÃnio em tantos subdomÃnios quantos forem os processos ou threads no sistema paralelo, em que cada subdomÃnio tem a geometria de um paralelepÃpedo retangular. Esta decomposiÃÃo tenta equilibrar a quantidade de trabalho em todos os subdomÃnios. A quantidade de trabalho, conhecida como carga, de qualquer gerador de malha à geralmente dada em funÃÃo do tamanho da saÃda do algoritmo, ou seja, do tamanho da malha gerada. Assim, faz-se necessÃria uma tÃcnica para estimar previamente o tamanho dessa malha, que à carga total do domÃnio. Este trabalho faz uso de uma octree refinada, gerada a partir da malha de superfÃcie dada como entrada, para estimar esta carga, e a decomposiÃÃo à feita a partir dessa octree. Uma vez decomposto o domÃnio, cada processo/thread gera a malha em seu subdomÃnio por uma tÃcnica de avanÃo de fronteira, de forma que ela nÃo ultrapasse os limites definidos pelo seu subdomÃnio, e aplica um melhoramento nela. Alguns dos processos/threads ficam responsÃveis por gerar as malhas conectando os subdomÃnios, ou seja, as malhas de interface, atà que toda a malha tenha sido gerada. Esta tÃcnica apresentou bons resultados de speed-up, mantendo a qualidade da malha comparÃvel à qualidade da malha gerada sequencialmente.
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Trojrozměrné pružinové sítě a jejich aplikace / Three-dimensional Spring Networks and Their ApplicationsŠtafa, Michal Unknown Date (has links)
The presented work highlights the remarkable potential of physical discretization – lattice model FyDiK in three-dimensional modelling of non-linear problems in structural mechanics. To achieve the objectives a software application, that implements the model FyDiK along with the 3D graphical user interface has been developed and thus is able to assemble a spring network model. Such a model was used for modelling the formation of cracks and fracture in the concrete specimens and also to model a plastic behaviour of steel I-beam. The calculations were performed by a massive parallelization on CUDA platform. In the first part the basic principles on which the work is based are introduced. Subsequently, a detailed description of individual parts of the model and the issue of parallelization by graphics cards are presented. In the next part the creation of the required software and improving of the model properties of mentioned materials are described. That is followed by evaluation of the achieved results with the comparison of other modelling software. The conclusion summarizes the achievements and suggestions for the further development possibilities of the presented method of modelling.
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Analysis of Mutable Game Environments Built on a Tetrahedral Mesh : Tetras, a Potential Alternative to Voxels / Analys av Muterbara Spelmiljöer Byggt på en Tetrahedriska Mesh : Tetror, ett Potentiellt Alternativ till VoxlarTell, Noah January 2023 (has links)
Historically 3D game environments have almost always been immutable. Mutable environments are a technical challenge that will affect performance. For games of the future to continue approaching realism, mutable environments are an essential step. Popularized by the game title Minecraft (2009), the use of voxel engines in games has become increasingly common. However, by the nature of the discrete position of voxels, the method is limited in representing arbitrary polyhedral shapes like angled slopes. It also prohibits smooth mutations including proper movement and rotation of objects within the voxelization. This is generally mitigable with more voxels. However, this paper proposes a more precise solution to the problem. A tetrahedral mesh engine (tetra engine). By altering tetrahedral topology, vertex positions, and material of individual tetrahedrons, tetras are intended to solve the issue of arbitrary polyhedral shapes for voxels. Additionally, the tetrahedral mesh shows other promises such as providing a robust collision detection method and as an acceleration structure for e.g. raycasting. The research question can be summarized as investigating the feasibility of a tetra engine as a mutable game environment. 3 sub-research questions are given: The first regarding performance, the second regarding robustness, and the third different types mutations. The research questions are addressed along with a proof of concept (POC). The POC intends to investigate a proposal for the most efficient robust solution possible for the most basic mutation type known as edits. Because of time constraints, it does not cover all parts of the research questions but works as a bottom-up approach to understand what is required to realize a full-fledged tetra engine. Thus, a large part of the research question is answered theoretically both hypothetically with grounds from the POC and through previous work. The result shows a much more critical robustness consideration than expected and suggests relying on slower but more robust algorithms that are known to work. In conclusion, nothing suggests that a scalable future-proof tetra engine is impossible, but the algorithms required are much less efficient than those for voxels and robustness is an issue to overcome. However, numerous hypothetical advantages particularly regarding deformation and fluid simulation are still recognized and it is not obvious that future mutable environments would not benefit from a tetra engine rather than voxels. / Historiskt sätt har 3D-datorspelmiljöer nästan uteslutande varit oföränderliga. Det finns goda anledningar till detta. Föränderliga miljöer är en teknisk utmaning som påverkar speleffektiviteten. Om man däremot vill fortsätta utveckla mer realistiska datorspel är föränderliga spelmiljöer ett naturligt steg. Spelet Minecraft (2009) populariserade användandet av voxlar i datorspel vars material kan ändras för att förändra miljön. Sedan dess har voxlar i datorspel blivit mer och mer populära. Dock, på grund av voxlars diskreta positioner har de begränsningar i dess förmåga att representera godtyckliga polyedriska former så som arbiträrt vinklade plan. Detta omöjliggör även mjuka rörelser inklusive rörelse och rotering inom voxeliseringen. Det här problemet kan generellt dämpas med hjälp av mindre och fler voxlar. Men, för att lösa problemet ordentligt föreslår den här rapporten en annan lösning, nämligen en tetrahedrisk-mesh-motor (tetramotor). Genom att ändra tetraedrisk topologi, hörn positioner, samt material av individuella tetraedrar ska tetrorna kunna forma arbiträra polyedriska former och lösa problemet med voxlar. Utöver detta visar en tetraedrisk mesh andra intressanta möjligheter likt en metod för robust kollisions hantering och som en accelereringsstruktur för till exempel ray-casting. Forskningsfrågan kan sammanfattas som att utforska tillämpbarheten av en tetramotor för föränderliga datorspelsmiljöer. Tre underfrågor ges: Den första handlar om beräkningseffektivitet, den andra angående robusthet och den tredje oliky typer av mutationer. Forskningsfrågorna angrips med hjälp av en proof of concept lösning (POC). POC:en är menad att utforska ett förslag på en effektiv och robust metod för direkta förändringar. På grund av tidsbegränsningar så täcker inte POC:en alla delar av frågeställningarna men är menad som en botten upp lösning för att inse och förstå kraven för en komplett tetramotor. På grund av detta är en stor del av forskningsfrågorna svarade teoretiskt, både hypotetiskt baserat på insikterna från POC:en och med grund från tidigare forskning. Resultatet visar en mycket mer kritisk hänsyn till robusthet än förväntat och föreslår att man använder sig av långsammare men fungerande existerande lösningar. Slutsatsen är att inget tyder på att en skalbar framtidssäker tetramotor är en omöjlighet, men att algoritmerna är mycket långsammare än de som krävs för voxlar. Däremot finns potentieally fördelar med en tetra motor, främst med hänsyn till deformering och flödessimulering. Det är därför inte självklart att framtida muterbara spelmijöer inte skulle ha fördelar av en tetramotor istället för voxlar.
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