• Title/Summary/Keyword: Mesh Map

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Adaptive Delaunay Mesh Generation Technique Based on a Posteriori Error Estimation and a Node Density Map (오차 예측과 격자밀도 지도를 이용한 적응 Delaunay 격자생성방법)

  • 홍진태;이석렬;박철현;양동열
    • Transactions of Materials Processing
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    • v.13 no.4
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    • pp.334-341
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    • 2004
  • In this study, a remeshing algorithm adapted to the mesh density map using the Delaunay mesh generation method is developed. In the finite element simulation of forging process, the numerical error increases as the process goes on because of discrete property of the finite elements and distortion of elements. Especially, in the region where stresses and strains are concentrated, the numerical error will be highly increased. However, it is not desirable to use a uniformly fine mesh in the whole domain. Therefore, it is necessary to reduce the analysis error by constructing locally refined mesh at the region where the error is concentrated such as at the die corner. In this paper, the point insertion algorithm is used and the mesh size is controlled by using a mesh density map constructed with a posteriori error estimation. An optimized smoothing technique is adopted to have smooth distribution of the mesh and improve the mesh element quality.

Modified Delaunay Mesh generation adapted to the mesh density map (격자밀도에 적응하는 드로우니 격자 생성방법)

  • 홍진태;이석렬;양동열
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2003.10a
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    • pp.159-162
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    • 2003
  • The remeshing algorithm using the constrained Delaunay method adapted to the mesh density map is developed. In the finite element simulation of forging process, the numerical error increases as the process goes on. However, it is not desirable to use a uniformly fine mesh in the whole domain. Therefore, it is necessary to reduce the analysis error by constructing locally fine mesh at the region where the error is concentrated such as die corner. In this paper, the point insertion algorithm is used and mesh size is controlled by using a mesh density map constructed with a posteriori error estimation. And an optimized smoothing technique is adapted to have smooth distribution and improve the quality of the mesh.

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Efficient Simplification of a Height Map (지형 데이터의 효율적 단순화)

  • Park, Sang-Chul;Kim, Jung-Hoon;Chung, Yong-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.2
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    • pp.132-139
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    • 2012
  • Presented in the paper is a procedure to extract simplified triangular mesh from a height map (terrain data). The proposed algorithm works directly on a height map that extracts a simplified triangular mesh. For the simplification, the paper employs an iterative method of edge contractions. To determine an edge to be contracted, the contraction cost of an edge is evaluated through the QEM method. Normally, an edge contraction will remove two triangles sharing the edge. Although the edge contraction can be implemented easily on a triangular mesh, it is not viable to implement the operation on a height map due to the irregular topology. To handle the irregular topology during the simplification procedure, a new algorithm is introduced.

Delaunay mesh generation technique adaptive to the mesh Density using the optimization technique (최적화 방법을 이용한 Delaunay 격자의 내부 격자밀도 적응 방법)

  • Hong J. T.;Lee S. R.;Park C. H.;Yang D. Y.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2004.10a
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    • pp.75-78
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    • 2004
  • A mesh generation algorithm adapted to the mesh density map using the Delaunay mesh generation technique is developed. In the finite element analyses of the forging processes, the numerical error increases as the process goes on because of discrete property of the finite elements or severe distortion of elements. Especially, in the region where stresses and strains are concentrated, the numerical discretization error will be highly increased. However, it is too time consuming to use a uniformly fine mesh in the whole domain to reduce the expected numerical error. Therefore, it is necessary to construct locally refined mesh at the region where the error is concentrated such as at the die corner. In this study, the point insertion algorithm is used and the mesh size is controlled by moving nodes to optimized positions according to a mesh density map constructed with a posteriori error estimation. An optimization technique is adopted to obtain a good position of nodes. And optimized smoothing techniques are also adopted to have smooth distribution of the mesh and improve the mesh element quality.

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A New Remeshing Technique of Tetrahedral Elements by Redistribution of Nodes in Subdomains and its Application to the Finite Element Analysis (영역별 절점 재분포를 통한 사면체 격자 재구성 방법 및 유한요소해석에의 적용)

  • Hong J.T.;Lee S.R.;Yang D.Y.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.607-610
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    • 2005
  • A remeshing algorithm using tetrahedral elements has been developed, which is adapted to the mesh density map constructed by a posteriori error estimation. In the finite element analyses of metal forging processes, numerical error increases as deformation proceeds due to severe distortion of elements. In order to reduce the numerical error, the desired mesh sizes in each region of the workpiece are calculated by a posteriori error estimation and the density map is constructed. Piecewise density functions are then constructed with the radial basis function in order to interpolate the discrete data of the density map. The sample mesh is constructed based on the point insertion technique which is adapted to the density function and the mesh size is controlled by moving and deleting nodes to obtain optimal distribution according to the mesh density function and the quality optimization function as well. After finishing the redistribution process of nodes, a tetrahedral mesh is constructed with the redistributed nodes, which is adapted to the density map and resulting in good mesh quality. A goodness and adaptability of the constructed mesh is verified with a testing measure. The proposed remeshing technique is applied to the finite element analyses of forging processes.

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Generation of 3D Terrain Mesh Using Noise Function and Height Map (노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성)

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
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    • v.12 no.1
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    • pp.1-5
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    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.

SHVC-based Texture Map Coding for Scalable Dynamic Mesh Compression (스케일러블 동적 메쉬 압축을 위한 SHVC 기반 텍스처 맵 부호화 방법)

  • Naseong Kwon;Joohyung Byeon;Hansol Choi;Donggyu Sim
    • Journal of Broadcast Engineering
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    • v.28 no.3
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    • pp.314-328
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    • 2023
  • In this paper, we propose a texture map compression method based on the hierarchical coding method of SHVC to support the scalability function of dynamic mesh compression. The proposed method effectively eliminates the redundancy of multiple-resolution texture maps by downsampling a high-resolution texture map to generate multiple-resolution texture maps and encoding them with SHVC. The dynamic mesh decoder supports the scalability of mesh data by decoding a texture map having an appropriate resolution according to receiver performance and network environment. To evaluate the performance of the proposed method, the proposed method is applied to V-DMC (Video-based Dynamic Mesh Coding) reference software, TMMv1.0, and the performance of the scalable encoder/decoder proposed in this paper and TMMv1.0-based simulcast method is compared. As a result of experiments, the proposed method effectively improves in performance the average of -7.7% and -5.7% in terms of point cloud-based BD-rate (Luma PSNR) in AI and LD conditions compared to the simulcast method, confirming that it is possible to effectively support the texture map scalability of dynamic mesh data through the proposed method.

Mesh Decimation for Polygon Rendering Based Real-Time 3-Axis NC Milling Simulation (실시간 3축 NC 밀링 시뮬레이션을 위한 메쉬 간략화 방법)

  • Joo, S.W.;Lee, S.H.;Park, K.H.
    • Korean Journal of Computational Design and Engineering
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    • v.5 no.4
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    • pp.347-358
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    • 2000
  • The view dependency of typical spatial-partitioning based NC simulation methods is overcome by polygon rendering technique that generates polygons to represent the workpiece, thus enabling dynamic viewing transformations without reconstruction of the entire data structure. However, the polygon rendering technique still has difficulty in realizing real-time simulation due to unsatisfactory performance of current graphics devices. Therefore, it is necessary to develop a mesh decimation method that enables rapid rendering without loss of display quality. In this paper. we proposed a new mesh decimation algorithm thor a workpiece whose shape varies dynamically. In this algorithm, the 2-map data thor a given workpiece is divided into several regions, and a triangular mesh is constructed for each region first. Then, if any region it cut by the tool, its mesh is regenerated and decimated again. Since the range of mesh decimation is confined to a few regions, the reduced polygons for rendering can be obtained rapidly. Our method enables the polygon-rendering based NC simulation to be applied to the computers equipped with a wider range of graphics cards.

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Fast 3D mesh generation using projection for line laser-based 3D Scanners (라인 레이저 기반 3차원 스캐너에서 투영을 이용한 고속 3D 메쉬 생성)

  • Lee, Kyungme;Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.513-518
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    • 2016
  • This paper presents a fast 3D mesh generation method using projection for line laser-based 3D scanners. The well-known method for 3D mesh generation utilizes convex hulls for 4D vertices that is converted from the input 3D vertices. This 3D mesh generation for a large set of vertices requires a lot of time. To overcome this problem, the proposed method takes (${\theta}-y$) 2D depth map into account. The 2D depth map is a projection version of 3D data with a form of (${\theta}$, y, z) which are intermediately acquired by line laser-based 3D scanners. Thus, our 2D-based method is a very fast 3D mesh generation method. To evaluate our method, we conduct experiments with intermediate 3D vertex data from line-laser scanners. Experimental results show that the proposed method is superior to the existing method in terms of mesh generation speed.

A Terrain Rendering Method using Roughness Map and Bias Map (거칠기맵과 편향맵을 이용한 지형 렌더링 가법)

  • Lee, Eun-Seok;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.1-9
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    • 2011
  • In recent researches, several LOD techniques are used for real-time visualization of large sized terrain data. However, during mesh simplification, geometry popping may occur in consecutive frames, because of the geometric error. We propose an efficient method for reducing the geometry popping using roughness map and bias map. A roughness map and a bias map are used to move vertices of the terrain mesh to appropriate position where they minimize the geometry errors. A roughness map and a bias map are represented as a texture suitable for GPU processing. Moving vertices using bias map is processed on the GPU, so the high-speed visualization can be possible.