posted on 2006-08-01, 00:00authored byDavid Cardoze, Alexandre Cunha, Gary L. Miller, Todd Phillips, Noel WalkingtonNoel Walkington
We present in this report a new framework for maintaining good quality of two dimensional
triangular moving meshes. The use of curved elements is the key idea that allows us to
avoid excessive refinement and still obtain good quality meshes consisting of a low number
of well shaped elements. We use B-splines curves to model object boundaries and objects
are meshed with second order Bezier triangles. As the mesh evolves according to a non-
uniform
ow velocity field, we keep track of object boundaries and, if needed, carefully
modify the mesh to keep it well shaped by applying a combination of vertex insertion and
deletion, edge flipping, and curve smoothing operations at each time step. Our algorithms for
these tasks are extensions of known algorithms for meshes build of straight{sided elements
and are designed for any fixed-order Bezier elements and B-splines. We discuss a calculus
of geometric primitives for Bezier curves and triangles that we employ to implement such
operations. Although in this work we have concentrated on quadratic elements, most of the
operations are valid for elements of any order and they generalize well to higher dimensions.
We present results of our scheme for a set of objects mimicking red blood cells subject to a
a priori computed
ow velocity field. As a pure geometric exploration, our method does not
account for neither refinement nor coarsening dictated by the simulation results.