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Adaptive mesh refinement for numerical computation in X-Y plane.

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Adaptive mesh refinement for XY->Z problems

Overview

When performing numerical simulations one often deals with need to calculate certain values for each point in the predefined grid on XY plane, which typically looks like this


As a result of such calculation a 2D surface is formed in the X-Y-Z space. For example, the X axis might correspond to applied voltage and Y axis to temperature and calculated value might be current. More often than not, such surface have large smooth regions and small regions where it is bending precipitously ( has high curvature ). If a simple rectilinear grid of X and Y parameters is used to drive calculations then to capture features of regions with high curvature one has to use, often, very fine mesh. Here is an example of calculating for the following function

Math::cos(x**2+y**2)/(x**2+y**2+0.5)

For the simple rectangular mesh, for X and Y changing from -2 to 2 and 121 vertexes in total


That is very rough, however there are just a couple of regions where we need the fine mesh. Here is an example of how it looks with the fine mesh.


This however required 10,000 vertexes. But what is really needed here is to tip-toe over regions that are strongly bending and make just a few computations in the smooth regions. Additionally we want such procedure to be fully automated. So that we can start with very rough grid and let separate program add new points to the grid as necessary to make it as smooth as some predefined value. And this is exactly what this ruby package does. Here is what it can archive starting from 10 by 10 grid.


This is pretty smooth. And here is the grid with vertexes.


You can see that vertexes cluster right they need to be to expose essential features of the surface and most importantly it required only 1481 vertexes.

Here is an example of an actual simulation.


Again, you can see here that vertexes cluster in the areas that contain essential features where curvature is the greatest. Following X-Y view show projections of generated grid and its zoom




Algorithm

To accomplish goals described in the overview following algorithm has been devised. First, rectangular grid of vertexes is created spanning from Xmin to Xmax and from Ymin to Ymax with steps dx=(Xmax - Xmin)/Nx and dy=(Ymax - Ymin)/Ny, where Nx and Ny are number of steps along each axis. Then a set of triangular tiles is created.


All of the vertexes are arranged into array V and tiles in the doubly linked list T. Note that both, tiles and vertexes are numbered from 1, not 0. Each of the vertexes are considered to be uninitialized until Z value (elevation above X-Y plane) is computed. Once Z values are computed we can proceed to mesh refinement based on some measure of curvature. The measure of curvature that we are using here significantly differs from classical definition and so as not to confuse two we use term "nvariance" and it is defined as following.


For each of the tiles we compute normal vector (shown in blue in the picture above) and for each adjacent tile ( sharing common edge ) we take a cross product of their normal vectors, absolute value of which we call nvariance or NV. Thus nvariance can be calculated for any two pairs of tiles i and j, i.e. NV=f(i,j). For us only nvariance of adjacent tiles has meaning of rough approximation of curvature. Obviously normal vectors of being length 1, nvariance changes from 0, for tiles that lie in the same plane, to 1, for tiles that lie at the 90 degree angle. And since we assume simple mapping of points in X-Y plane to only one point along Z axes, we will not ever have two tiles at the angle greater than 90 degrees. If the nvariance of two given tiles is greater then we split in two that tile which has largest perimeter. Which ever tile we decide to split, we do so by adding new vertex along the longest side of that tile. For example for the picture above we might have found that nvariance of tiles 2 and 3 is larger than out preset limit and since perimeter of tile 3 is greater that will be the tile to split, like so.


Note that tile 3 is split away from the tile 2, with which it has the highest nvariance. Also, note that tile 4 also became split, which we have to do just to maintain surface triangulation. If on a next iteration it was found that tiles 2 and 3 are still at the higher nvariance than desired, then tile 2 will be split, since its the one among two that has greater perimeter. As the iterative process continues it is possible that two tiles will be split along the common edge of tiles 2 and 3. By always splitting to the longest edge of larger, by perimeter, of two tiles, we avoid pathological case when very thing, with small surface area and large perimeter, tiles are created. This process could continue indefinitely until no two adjustment tiles have nvariance greater than desired. However, if there is some noise in the Z value, for example due to numerical errors in simulation, then once the tile size reaches size comparable with size of these noise ripples our recursive process may restart and continue indefinitely. We need to limit either number of vertexes or area of the tiles. In this algorithm we limit not the area of the tile, but the area of its projection to X-Y plane in percentage, from 0 to 1, of the area of the original unrefined tiles. This guaranties that this refinement process stops. In pseudo-code this process looks like this

Vertexes,Tiles = initialize_mesh(Xmin,Xmax,Nx, Ymin,Ymax,Ny)

foreach vertex in Vertexes
    vertex.z = compute(vertex.x, vertex.y)

do 
    tiles_split = 0
    foreach tile in Tiles
        if largest_nvariance(tile) > max_nvariance
            nv_tile = tile_with_which_this_tile_tile_has_largest_nvariance(tile) 
            if perimeter_of(tile) > perimeter_of(nv_tile) 
                mark_for_splitting(tile)
            else
                mark_for_splitting(nv_tile)

    foreach tile in maked_for_splitting(Tiles)
        if area_in_XY_plane(tile) > min_tile_area
            split_and_compute_at_new_vertex(tile)
            tiles_split = tiles_split + 1
while tiles_split > 0

Installation

You can install this ruby package directly from git repository. Note, that you may need to install 'rubygems' package for the following procedure to succeed.

$ wget https://github.com/priimak/xymesh/archive/0.1.0.tar.gz
$ tar zxvf 0.1.0.tar.gz
$ cd xymesh-0.1.0
$ gem build xymesh.gemspec
$ sudo gem install ./xymesh-0.1.0.gem

This will install code for version 0.1.0. To see other (older) tags you can do

$ git tag --list

Usage

To use this package you most likely will need to write a ruby script. Here is a basic skeleton of what needs to be in the script. First you need to link to 'xymesh' package like this

require 'xymesh'

Then you need to create Proc function, which will be used to compute Z values at given X and Y points ( vertexes ). For above mentioned example of sombrero looking function, it will look like this

computer = Proc.new { |x,y| Math::cos(x**2+y**2)/(x**2+y**2+0.5)}

Create Grid2D object populated with coarse rectangular mesh of vertexes

grd = XYMesh::Grid2D.new(-2,2,10, -2,2,10, computer)

along the X axis we have 11 points from -2 to 2 braking that interval into 10 parts, and similarly along the Y axis. Now set minimum tile size in X-Y projection

grd.min_tile_projected_area = 0.01

which indicates that minimum tile size in X-Y projection will be original_tile_area * 0.01. Now compute Z values at the vertexes

grd.compute

Now that tile are fully defined (initialized) you want to find existing maximum value of nvariance among the all adjacent tile pairs. And set new nvariance limit to be fraction of that value. To archive same result as in the pictures above you can use 1/6 of max nvariance

new_max_nvariance = grd.max_nvariance()/6.0

Now start recursive process of refinement

grd.refine_recursively(new_max_nvariance)

This method scans all the tiles from first to last and splits them if their nvariance is greater than new_max_nvariance and X-Y tile are is greater than min_tile_projected_area. Once last tile is reached it starts scanning them again until no tiles are split. And now we save result using java3d obj file format

grd.save_safe_to_java3d_obj_file("hat.obj")

This method is called save_safe because it first saves data to a tmp file #{fileName}.tmp and then moves it over to a #{fileName}. You can then view this file using any viewer that supports java3d format. To generate pictures for this page I used javaview

Here is a complete script that you can use to cat and paste

#!/usr/bin/env ruby

require 'xymesh'

computer = Proc.new { |x,y| Math::cos(x**2+y**2)/(x**2+y**2+0.5)}
grd = XYMesh::Grid2D.new(-2,2,3, -2,2,3, computer)
grd.min_tile_projected_area = 0.01
grd.compute
new_max_nvariance = grd.max_nvariance()/6.0
grd.refine_recursively(new_max_nvariance)
grd.save_safe_to_java3d_obj_file("hat.obj")

Now a more realistic example would be if your compute function is actually another program that upon execution appends data to some csv file, line by line for each invocation. Then we just need to change value of computer variable above. For example it could look like this

computer = Proc.new { |e,omega| 
  system("./boltzmann_solver --E=#{e} --omega=#{omega} -o=+boltzmann.data")
  IO::readlines("boltzmann.data")[-1].split()[5].to_f
}

where boltzmann_solver is a C program that appends results to space separated file boltzmann.data line by line. Calling

IO::readlines("boltzmann.data")[-1]

give us last line that file, which we split on spaces

IO::readlines("boltzmann.data")[-1].split()

and in this example we take the 5th element (counted from 0), convert it to float are return it

IO::readlines("boltzmann.data")[-1].split()[5].to_f

Note, that in Ruby we do not have use return statement here since the value of last evaluated statement is returned by default. Now you may want to perform refinement process interactively by slowly reducing value of new_max_nvariance, which means that after saving results into .obj file you may want to restart computation from that point. To do that you can try loading .obj file right after creation of Grid2D object. Assuming that .obj file is boltzmann.obj it will look like this

grd.load_from_java3d_obj_file("boltzmann.obj")

If the file boltzmann.obj does not exist or is not readable then it is a NOOP. If the obj file is successfully loaded then calling grd.compute is a NOOP. Additionally, in the obj file we store value of max_nvariance that was used when file was generated. You can access that value by calling grd.nvariance_limit, which you then can use to set new_max_nvariance to the same value as one used originally. You can do that like this

new_max_nvariance = grd.nvariance_limit.nil?() ? (grd.max_nvariance()/6.0) : grd.nvariance_limit

Now you may also want to view result of each refinement iteration. You can do so by using callback Proc function to save intermediate results in the obj file. Do to that you set value of grd.iter_callback, which is then called at the end of grd.compute method and each, including the last one, iterative refinement stages. You can do this like this

grd.iter_callback = Proc.new { |grd2d, refined|
  print "refined = #{refined}\n"
  grd2d.save_safe_to_java3d_obj_file("boltzmann.obj")
}

where grd2d is the reference to the same object as one referred to by grd variable and variable refined refers to number of tiles that were split at this iteration. So, here is a complete example script that you can use as a skeleton for your particular case.

#!/usr/bin/env ruby

require 'xymesh'

computer = Proc.new { |e,omega| 
  system("./boltzmann_solver --E=#{e} --omega=#{omega} -o=+boltzmann.data")
  IO::readlines("boltzmann.data")[-1].split()[5].to_f
}

grd = XYMesh::Grid2D.new(0,10,10, 0,8,10, computer)
grd.min_tile_projected_area = 0.01
grd.load_from_java3d_obj_file("boltzmann.obj")

grd.iter_callback = Proc.new { |grd2d, refined|
  print "refined = #{refined}\n"
  grd2d.save_safe_to_java3d_obj_file("boltzmann.obj")
}

grd.compute
new_max_nvariance = grd.nvariance_limit.nil?() ? (grd.max_nvariance()/6.0) : grd.nvariance_limit
grd.refine_recursively(new_max_nvariance)

You, obviously, need to change call to ./boltzmann_solver to whatever the program you are using, as well as definition of the grid and obj file name.

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