Mesh Simplification and Adaptive LOD for Finite Element Mesh Generation
Hiroaki Date, Satoshi Kanai, T. Kishinami, Ichiro Nishigaki
Abstract
Hiroaki Date, Satoshi Kanai, T. Kishinami, Ichiro Nishigaki
Abstract
In this paper, we propose a new triangular finite element mesh generation method based on simplification of high-density mesh and adaptive level-of detail (LOD) methods for efficient CAE. Mesh simplification evaluating mesh properties is applied to control the mesh properties required for FE mesh, such as the number of triangular elements, element shape quality and size while keeping the specified approximation tolerance. Adaptive LOD methods based on vertex hierarchy according to curvature and region of interest, and global LOD method preserving density distributions are also proposed in order to construct a more appropriate FE mesh. These methods enable efficient generation of FE meshes with appropriate properties for analysis from a high-density mesh. Finally, the effectiveness of our approach is shown through evaluations of the FE meshes for practical use.
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In this paper, we propose a new triangular finite element mesh generation method based on simplification of high-density mesh and adaptive level-of detail (LOD) methods for efficient CAE. Mesh simplification evaluating mesh properties is applied to control the mesh properties required for FE mesh, such as the number of triangular elements, element shape quality and size while keeping the specified approximation tolerance. Adaptive LOD methods based on vertex hierarchy according to curvature and region of interest, and global LOD method preserving density distributions are also proposed in order to construct a more appropriate FE mesh. These methods enable efficient generation of FE meshes with appropriate properties for analysis from a high-density mesh. Finally, the effectiveness of our approach is shown through evaluations of the FE meshes for practical use.
Key concepts: Polygon mesh, Mesh generation, T-vertices, Finite element method, Laplacian smoothing, Vertex (graph theory), Computer science, Curvature