Meshing, Geometric Modeling and Numerical Simulation 3 (eBook, PDF)
Storage, Visualization and In Memory Strategies
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Meshing, Geometric Modeling and Numerical Simulation 3 (eBook, PDF)
Storage, Visualization and In Memory Strategies
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Triangulations, and more precisely meshes, are at the heart of many problems relating to a wide variety of scientific disciplines, and in particular numerical simulations of all kinds of physical phenomena. In Volume 1, the theoretical foundations relating to triangulations, finite element shape functions and their interpretations as geometric patches were explored. This has made it possible to build tools that make the geometric modeling of any object possible. These elements are used in Volume 2 to treat meshing problems in their different implementations. Meshing, Geometric Modeling and…mehr
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Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
- Produktdetails
- Verlag: John Wiley & Sons
- Seitenzahl: 352
- Erscheinungstermin: 6. November 2020
- Englisch
- ISBN-13: 9781119788058
- Artikelnr.: 60559744
- Verlag: John Wiley & Sons
- Seitenzahl: 352
- Erscheinungstermin: 6. November 2020
- Englisch
- ISBN-13: 9781119788058
- Artikelnr.: 60559744
Introduction xi
Chapter 1 Data and Basic Techniques 1
1.1 Basic data structures and basic techniques 1
1.1.1 Basic data structures 2
1.1.2 Basic techniques 22
1.2 Internal data structures 29
1.2.1 What should be stored in an internal structure and how? 29
1.2.2 Internal structures, method by method 31
1.3 External data structures 34
1.4 Data structures and memory access 36
Chapter 2 Mesh Transformations, Patching, Merging and Immersion 39
2.1 Geometric transformations 40
2.1.1 Conventional geometric transformations 40
2.1.2 Cutting a non-simplicial element into simplices 46
2.1.3 Decomposition into simplices of a non-simplicial mesh 48
2.1.4 Decompositions for a complying connection 56
2.1.5 Decomposition of a high-degree element 57
2.2 Reconnection 58
2.3 Merging 65
2.4 Immersion 77
Chapter 3 Renumbering and Memory 81
3.1 Vertex and node renumbering 82
3.1.1 Numbering and storage of a matrix in profile mode 82
3.1.2 Numbering and algorithm performance 84
3.1.3 Some methods for node renumbering 86
3.2 Renumbering of the elements 92
3.2.1 Motivation examples 92
3.2.2 Some methods for renumbering elements 92
3.2.3 Renumbering and mesh partition 94
3.3 Some examples 98
Chapter 4 High-Degree Mesh Visualization 105
4.1 Geometric operators and topological operators 106
4.1.1 Geometric operators 106
4.1.2 Topological operators 107
4.2 Representation of curved meshes 107
4.3 Quick introduction to OpenGL and to the design of a graphics software program 116
4.4 Some examples 136
Chapter 5 Visualization of a Solution Field Related to a High-Degree Mesh 145
5.1 Element recursive subdivision 146
5.2 Recursive subdivision of a solution field 152
5.3 Classic or adaptive tessellation 154
5.4 Toward the design of graphic software based on OpenGL 156
5.4.1 Palette definition 157
5.4.2 Cut definition 160
5.4.3 "Pixel-exact" or "almost pixel-exact" representation 169
5.4.4 Normals and shading 170
5.4.5 Level lines and surfaces and application to "wireframe" plots 171
5.4.6 Representation of non-scalar functions 176
5.4.7 Simplified scheme for a graphic software program 177
5.5 Some examples 181
Chapter 6 Meshes and Finite Element Calculations 185
6.1 From continuous formulation to discrete notation 187
6.2 Calculation of an elementary matrix 189
6.2.1 The special case of the first-degree triangle 190
6.2.2 A generic notation for all elements 191
6.2.3 The generic notation for the four chosen elements and heat equation 197
6.2.4 Lagrange triangle of degree 1 with three nodes 197
6.2.4.1 Lagrange quadrilateral of degree 1 × 1 with four nodes 201
6.2.4.2 Straight-sided Lagrange triangle of degree 2 with six nodes 209
6.2.4.3 Lagrange isoparametric (curved) triangle of degree 2 with six nodes 218
6.2.4.4 In practice 230
6.2.5 The generic notation for the four chosen elements, elasticity equation 233
6.2.6 Lagrange triangle of degree 1 with three nodes 233
6.2.6.1 The other three elements 235
6.2.6.2 In practice 235
6.3 Matrix or right-hand side assembly 237
Chapter 7 Meshes and Finite Volume Calculation 243
7.1 Presentation of the finite volume method with a first-order p
Introduction xi
Chapter 1 Data and Basic Techniques 1
1.1 Basic data structures and basic techniques 1
1.1.1 Basic data structures 2
1.1.2 Basic techniques 22
1.2 Internal data structures 29
1.2.1 What should be stored in an internal structure and how? 29
1.2.2 Internal structures, method by method 31
1.3 External data structures 34
1.4 Data structures and memory access 36
Chapter 2 Mesh Transformations, Patching, Merging and Immersion 39
2.1 Geometric transformations 40
2.1.1 Conventional geometric transformations 40
2.1.2 Cutting a non-simplicial element into simplices 46
2.1.3 Decomposition into simplices of a non-simplicial mesh 48
2.1.4 Decompositions for a complying connection 56
2.1.5 Decomposition of a high-degree element 57
2.2 Reconnection 58
2.3 Merging 65
2.4 Immersion 77
Chapter 3 Renumbering and Memory 81
3.1 Vertex and node renumbering 82
3.1.1 Numbering and storage of a matrix in profile mode 82
3.1.2 Numbering and algorithm performance 84
3.1.3 Some methods for node renumbering 86
3.2 Renumbering of the elements 92
3.2.1 Motivation examples 92
3.2.2 Some methods for renumbering elements 92
3.2.3 Renumbering and mesh partition 94
3.3 Some examples 98
Chapter 4 High-Degree Mesh Visualization 105
4.1 Geometric operators and topological operators 106
4.1.1 Geometric operators 106
4.1.2 Topological operators 107
4.2 Representation of curved meshes 107
4.3 Quick introduction to OpenGL and to the design of a graphics software program 116
4.4 Some examples 136
Chapter 5 Visualization of a Solution Field Related to a High-Degree Mesh 145
5.1 Element recursive subdivision 146
5.2 Recursive subdivision of a solution field 152
5.3 Classic or adaptive tessellation 154
5.4 Toward the design of graphic software based on OpenGL 156
5.4.1 Palette definition 157
5.4.2 Cut definition 160
5.4.3 "Pixel-exact" or "almost pixel-exact" representation 169
5.4.4 Normals and shading 170
5.4.5 Level lines and surfaces and application to "wireframe" plots 171
5.4.6 Representation of non-scalar functions 176
5.4.7 Simplified scheme for a graphic software program 177
5.5 Some examples 181
Chapter 6 Meshes and Finite Element Calculations 185
6.1 From continuous formulation to discrete notation 187
6.2 Calculation of an elementary matrix 189
6.2.1 The special case of the first-degree triangle 190
6.2.2 A generic notation for all elements 191
6.2.3 The generic notation for the four chosen elements and heat equation 197
6.2.4 Lagrange triangle of degree 1 with three nodes 197
6.2.4.1 Lagrange quadrilateral of degree 1 × 1 with four nodes 201
6.2.4.2 Straight-sided Lagrange triangle of degree 2 with six nodes 209
6.2.4.3 Lagrange isoparametric (curved) triangle of degree 2 with six nodes 218
6.2.4.4 In practice 230
6.2.5 The generic notation for the four chosen elements, elasticity equation 233
6.2.6 Lagrange triangle of degree 1 with three nodes 233
6.2.6.1 The other three elements 235
6.2.6.2 In practice 235
6.3 Matrix or right-hand side assembly 237
Chapter 7 Meshes and Finite Volume Calculation 243
7.1 Presentation of the finite volume method with a first-order p