四维时空几何图形的细分和交互式可视化

IF 4.3 3区 材料科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC
Philip Claude Caplan
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引用次数: 0

摘要

本文解决了支持四维(3d+t)时空数值模拟所需的两个问题。第一个贡献是一种通用算法,用于生成移动几何体的符合时空网格。在这里,几何体的表面点会随着几何体的移动嵌入四维空间。首先在规定的时间步长内对几何体进行网格划分,然后在每个几何体的参数空间内将这些网格连接起来,形成四面体。与以往的工作不同,这种方法允许在每个时间步长控制几何体的分辨率。该算法的唯一限制是要求在几何体随时间移动时,几何体的拓扑结构不发生变化(即所有几何实体之间的层次关系保持不变)。通过确保四面体化代表一个封闭的 3-manifold,来验证最终网格拓扑的有效性。对于一些分析问题,还验证了四面体化的 4d 体积。本文解决的第二个问题是设计一个系统,以便在四维视图发生变化时交互式地可视化四维网格,包括四面体(嵌入到四维中)和五面体。本文描述了包含或不包含几何着色器的算法,然后比较了每种方法的效率。总体而言,研究结果表明,使用几何着色器可视化四面体(无论是域的边界四面体,还是从五面体网格中提取的四面体)可实现最高帧率,对于包含约 5000 万个四面体的网格,可实现至少每秒 15 帧的交互帧率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Tessellation and interactive visualization of four-dimensional spacetime geometries

Tessellation and interactive visualization of four-dimensional spacetime geometries

This paper addresses two problems needed to support four-dimensional (3d+t) spacetime numerical simulations. The first contribution is a general algorithm for producing conforming spacetime meshes of moving geometries. Here, the surface points of the geometry are embedded in a four-dimensional space as the geometry moves in time. The geometry is first tessellated at prescribed time steps and then these tessellations are connected in the parameter space of each geometry entity to form tetrahedra. In contrast to previous work, this approach allows the resolution of the geometry to be controlled at each time step. The only restriction on the algorithm is the requirement that no topological changes to the geometry are made (i.e. the hierarchical relations between all geometry entities are maintained) as the geometry moves in time. The validity of the final mesh topology is verified by ensuring the tetrahedralizations represent a closed 3-manifold. For some analytic problems, the 4d volume of the tetrahedralization is also verified. The second problem addressed in this paper is the design of a system to interactively visualize four-dimensional meshes when the 4d view changes, including tetrahedra (embedded in 4d) and pentatopes. Algorithms that either include or exclude a geometry shader are described, and the efficiency of each approach is then compared. Overall, the results suggest that visualizing tetrahedra (either those bounding the domain, or extracted from a pentatopal mesh) using a geometry shader achieves the highest frame rate, realizing interactive frame rates of at least 15 frames per second for meshes with about 50 million tetrahedra.

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来源期刊
CiteScore
7.20
自引率
4.30%
发文量
567
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