

In: Proceedings of the 5th international meshing roundtable, Sandia National Laboratories pp 63–74īourguignon D, Cani MP (2000) Controlling anisotropy in mass-spring systems. Comput Geosci 32:632–642īossen FJ, Heckbert PS (1996) A Pliant method for anisotropic mesh generation.
Dmesh triangulation generator#
Advances in Design Automation 32–2:136–146īilgili A, Smith KW, Lynch DR (2006) BatTri: a two-dimensional bathymetry-based unstructured triangular grid generator for finite element circulation modeling. Several meshes of shallow water domains created by the new mesh generator are presented.Īrmstrong CG, Tam TKH, Robinson DJ, McKeag RM, Price MA (1991) Automatic generation of well structured meshes using medial axis and surface subdivision. Techniques incorporated include the use of the so-called signed distance function, which is used to determine critical geometric properties, the approximation of piecewise linear coastline data by smooth cubic splines, a so-called mesh function used to determine element sizes and control the size ratio of neighboring elements, and a spring-based force equilibrium approach used to improve the element quality of an initial mesh obtained from a simple Delaunay triangulation. The result is a high-quality mesh, with the correct amount of refinement where it is needed to resolve all the geometry and flow characteristics of the domain. From the geometry provided, properties such as local features, curvature of the boundary, bathymetric/topographic gradients, and approximate flow characteristics can be extracted, which are then used to determine local element sizes. Starting with only target minimum and maximum element sizes and points defining the boundary and bathymetry/ topography of the domain, the goal of the mesh generator is to automatically produce a high-quality mesh from this minimal set of input. I have found much information about this and there some very complex articles from the developers point of view that I do not understand at all, but seems that this could be possible for a skilled and knowledgeable persons like you or the FF team.In this paper, we present the development and application of a two-dimensional, automatic unstructured mesh generator for shallow water models called Admesh. Very good that you are interested in this and had a look at this. We'll need a more thorough investigation. The algorithms I found by googling weren't very encouraging in this regard. However, it is not clear to me at the moment if we can implement it as an endless procedural texture (as opposed to a finite set of points). I had a very brief look at this, mostly because I read that it is related to Voronoi patterns. YES, this would be very interesting, helpful and useful to have implemented in FF, and I do not mean only the Delaunay triangulation, I mean the tesselation and triangulation component.

Now I have read it back again I feel ashamed that I have put this as I have confused things, sorry.įrom a developer perspective, do you see any chance we'll get a dedicated Tesselation or Triangulation component that covers 'Delaunay' in the foreseeable future, or do you see this as a community scripting task? I am sorry Betis I have written this and I apologize for what I have said, I was wrong and did not knew really well what I was writing. Thank you for your valuable input spaceray Script access to group nodes: By this I assume you mean back-and forth exchange between the script and the group? Perhaps with the upcoming iterators, but I can see it getting real slow real fast.Ī single script runs much faster than a number of separate connected scripts, so I would try and do it in all in one. I also like the gradient fill style in the Jonathan Puckey examples. The program just doesn't have any good way of doing it, the only multiple-input Control component being the Bezier Curve input.įill color: Either the color at the center, or average of a few samples should do. I don't see any sense in trying to figure out custom input of points. I don't think it needs to be massively accurate, as you can change the variation and see it it comes out better.Īutomatic placement of points is the way to go. detail) detection to drive the probability of corner-point placement. Yes, some sort of edge detection or local contrast (i.e.

The method in one of the links Crapadilla provided ( this one) has the most straightforward approach to the triangulation algorithm.
