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Message #11468
new refinement method
I'm starting to work on implementation of more advanced algorithm for
mesh refinement. At this moment the simplest version of the
Longest-Edge-Bisection is used inside the Mesh::refine().
I plan to develop some algorithm based on Edge-Bisection with two set of
markers and iterative swapping. There are some papers about this method.
It is thought to be robust and produce good quality mesh.
Today I was stopped by the first problem related with edge global index.
We know that every bisection of triangle produces 3 new edges, and
removes 1 old edge. The question is, if there is method to find what
will be the global index of the new edges. If I understand correctly
edge index can created (mesh.init(1)) only after mesh object is created
and fulfilled by Vertexes and Cells.
Maybe I'm wrong and there is simple way to get edge index even without
calling mesh.init(1)?
regrd.
BArtek
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