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Seems to work very fine. See attached plots. I've made it the default option. -- Anders On Thu, Jan 08, 2009 at 02:23:53PM -0700, Bartosz Sawicki wrote: > Please find attached patch with new iterative refinement algorithm. > The iteration process is robust, usually less that 10 iterations is > needed to converge. I've tested it with triangular and tetrahedral > meshes up to 100k cells. > > This is my first bigger commit into the project. So please read it > carefully. I tried to write fast and efficient code, but maybe someone > has any ideas how to improve it. Waiting for any opinions... > > regrds. > BArtek > > > On 07/01/09 04:15 PM, Bartosz Sawicki wrote: >> On 31/12/08 12:51 AM, Anders Logg wrote: >>> On Tue, Dec 30, 2008 at 04:54:05PM -0700, Bartosz Sawicki wrote: >>>> 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. >>> This sounds good. Our current refinement algorithm sometimes produces >>> bad quality mesh (very thin triangles) if called many times without >>> intermediate calls to mesh.smooth(). >>> >>>> 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)? >>> Unfortunately no. It would be very good if there were a way to know >>> global edge numbers. It would also help with the parallel implementation >>> currently in progress. >>> >>> But there might be some clever numbering strategy that could work. If >>> anyone knows of such a numbering strategy (uniquely assigning global >>> edge numbers based on global vertex numbers) we could implement that >>> as a post-processing step in TopologyComputation. >>> >>> One first suggestion would be to numberthe first edge of the first >>> vertex 0, then the second edge connected to the first vertex etc. >>> >> >> I have finished first working version of new mesh refinement algorithm. >> The code is quite dirty now, but I will try to make it more readable >> for everyone. I'll send you a patch. >> >> Edge numbering problem was solved by using std:map<Array<int>, int, >> cmp>. I've used two vertex number as a no-changing edge identifier. >> This works quite fast, but I'm open for new ideas. Maybe someone has >> better idea how to build MeshFunction connected with edges, and >> transform it into different mesh? >> >> Similar problem would be crucial for implementation of MeshFunctions >> transformations connected with mesh refinement. As boundary indicators, >> and material properties should be preserved when we change the mesh. >> I plan to implement this in the next step. >> >> regrd. >> BArtek >> >> >> >>> >>> ------------------------------------------------------------------------ >>> >>> _______________________________________________ >>> DOLFIN-dev mailing list >>> DOLFIN-dev@xxxxxxxxxx >>> http://www.fenics.org/mailman/listinfo/dolfin-dev >> >> _______________________________________________ >> DOLFIN-dev mailing list >> DOLFIN-dev@xxxxxxxxxx >> http://www.fenics.org/mailman/listinfo/dolfin-dev >> > > diff -r 946e884ef099 dolfin/mesh/LocalMeshRefinement.cpp > --- a/dolfin/mesh/LocalMeshRefinement.cpp Wed Jan 07 23:10:49 2009 +0000 > +++ b/dolfin/mesh/LocalMeshRefinement.cpp Thu Jan 08 12:56:06 2009 -0700 > @@ -19,6 +19,18 @@ > #include "LocalMeshRefinement.h" > > using namespace dolfin; > + > +struct cmp2 > +{ > + bool operator()(Array<uint> const a, Array<uint> const b) > + { > + if(a[0] == b[0]) { > + return a[1] < b[1]; > + } else { > + return a[0] < b[0]; > + } > + } > +}; > > //----------------------------------------------------------------------------- > void LocalMeshRefinement::refineMeshByEdgeBisection(Mesh& mesh, > @@ -236,9 +248,30 @@ > mesh = refined_mesh; > } > //----------------------------------------------------------------------------- > +void LocalMeshRefinement::refineIterativelyByEdgeBisection(Mesh& mesh, > + MeshFunction<bool>& cell_marker) > +{ > + > + begin("Iterative mesh refinement algorithm"); > + > + MeshFunction<uint> edges(mesh, 1); > + edges = 0; > + > + int i = 0; > + bool more_iterations = true; > + while( more_iterations ) > + { > + cout << "=== Iteration : " << i++ << " ===" << endl; > + more_iterations = iterationOfRefinement(mesh, cell_marker, edges); > + } > + > + end(); > + > +} > +//----------------------------------------------------------------------------- > void LocalMeshRefinement::bisectEdgeOfSimplexCell(const Cell& cell, > Edge& edge, > - uint& new_vertex, > + uint new_vertex, > MeshEditor& editor, > uint& current_cell) > { > @@ -272,4 +305,182 @@ > > } > //----------------------------------------------------------------------------- > +bool LocalMeshRefinement::iterationOfRefinement(Mesh& mesh, > + MeshFunction<bool>& cell_marker, > + MeshFunction<uint>& bisected_edges > + ) > +{ > + // Map used for edge function transformation > + std::map<Array<uint>, uint, cmp2> edge_map; > + std::map<Array<uint>, uint, cmp2>::iterator edge_map_it; > > + const uint num_vertices = mesh.size(0); > + const uint num_cells = mesh.size(mesh.topology().dim()); > + const CellType& cell_type = mesh.type(); > + > + Mesh refined_mesh; > + MeshEditor editor; > + editor.open(refined_mesh, cell_type.cellType(), > + mesh.topology().dim(), mesh.geometry().dim()); > + > + // Generate cell - edge connectivity if not generated > + mesh.init(mesh.topology().dim(), 1); > + // Generate edge - vertex connectivity if not generated > + mesh.init(1, 0); > + > + uint num_new_vertices = 0; > + uint num_new_cells = 0; > + uint longest_edge_index = 0; > + double lmax, l; > + > + // Temporary edge marker function > + MeshFunction<bool> found_edge(mesh, 1); > + found_edge = false; > + > + // Calculate number of new vertices > + for (CellIterator c(mesh); !c.end(); ++c) > + { > + if( cell_marker.get(c->index()) ) > + { > + // Find longest edge of cell c > + lmax = 0.0; > + for(EdgeIterator e(*c); !e.end(); ++e) > + { > + l = e->length(); > + if ( lmax < l ) > + { > + lmax = l; > + longest_edge_index = e->index(); > + } > + } > + Edge longest_edge(mesh,longest_edge_index); > + uint middle_vertex = bisected_edges.get(longest_edge_index); > + if( middle_vertex == 0 && !found_edge.get(longest_edge_index)) > + { > + found_edge.set(longest_edge_index, true); > + num_new_vertices++; > + } > + num_new_cells++; > + } > + } > + > + cout << "Number of cells in old mesh: " << num_cells << "; to add: " << num_new_cells << endl; > + cout << "Number of vertices in old mesh: " << num_vertices << "; to add: " << num_new_vertices << endl; > + > + editor.initVertices(num_vertices + num_new_vertices); > + editor.initCells(num_cells + num_new_cells); > + > + //Rewrite old vertices > + uint current_vertex = 0; > + for (VertexIterator v(mesh); !v.end(); ++v) > + editor.addVertex(current_vertex++, v->point()); > + > + //Rewrite old cells > + uint current_cell = 0; > + Array<uint> cell_vertices(cell_type.numEntities(0)); > + for (CellIterator c(mesh); !c.end(); ++c) > + { > + if( ! cell_marker.get(c->index()) ) > + { > + uint cv = 0; > + for (VertexIterator v(*c); !v.end(); ++v) > + cell_vertices[cv++] = v->index(); > + editor.addCell(current_cell++, cell_vertices); > + } > + } > + > + //Main loop > + for (CellIterator c(mesh); !c.end(); ++c) > + { > + if( cell_marker.get(c->index()) ) > + { > + > + // Find longest edge of cell c > + lmax = 0.0; > + for(EdgeIterator e(*c); !e.end(); ++e) > + { > + l = e->length(); > + if ( lmax < l ) > + { > + lmax = l; > + longest_edge_index = e->index(); > + } > + } > + > + Edge longest_edge(mesh,longest_edge_index); > + > + uint middle_vertex = bisected_edges.get(longest_edge_index); > + if( middle_vertex == 0) > + { > + // Add new vertex > + editor.addVertex(current_vertex++, longest_edge.midpoint()); > + > + middle_vertex = current_vertex-1; > + > + // Insert new vertex into the bisected edges mapping > + Array<uint> ev(2); > + ev[0] = longest_edge.entities(0)[0]; > + ev[1] = longest_edge.entities(0)[1]; > + edge_map[ev] = middle_vertex; > + > + bisected_edges.set(longest_edge_index, middle_vertex); > + } > + > + // Add two new cells > + bisectEdgeOfSimplexCell(*c, longest_edge, middle_vertex+1, editor, current_cell); > + > + } > + } > + > + editor.close(); > + > + // Rewrite old bisected edges > + for (EdgeIterator e(mesh); !e.end(); ++e) > + { > + uint eix = bisected_edges.get(e->index()); > + if( eix ) > + { > + Array<uint> ev(2); > + ev[0] = e->entities(0)[0]; > + ev[1] = e->entities(0)[1]; > + edge_map[ev] = eix; > + } > + } > + > + // Initialize new cell markers > + cell_marker.init(refined_mesh, refined_mesh.topology().dim()); > + cell_marker = false; > + > + // Initialize new bisected edges > + bisected_edges.init(refined_mesh, 1); > + bisected_edges = 0; > + > + Progress p("Calculate cell markers and bisected edges", refined_mesh.numEdges()); > + bool next_iteration = false; > + for (EdgeIterator e(refined_mesh); !e.end(); ++e) > + { > + Array<uint> ev(2); > + ev[0]= e->entities(0)[0]; > + ev[1]= e->entities(0)[1]; > + if ( (edge_map_it = edge_map.find(ev)) == edge_map.end()) > + { > + bisected_edges.set(e->index(), 0); > + } > + else > + { > + bisected_edges.set(e->index(), edge_map_it->second); > + for(CellIterator c(*e); !c.end(); ++c) { > + cell_marker.set(c->index(), true); > + next_iteration = true; > + } > + } > + p++; > + } > + > + // Overwrite old mesh > + mesh = refined_mesh; > + > + return next_iteration; > +} > +//----------------------------------------------------------------------------- > + > diff -r 946e884ef099 dolfin/mesh/LocalMeshRefinement.h > --- a/dolfin/mesh/LocalMeshRefinement.h Wed Jan 07 23:10:49 2009 +0000 > +++ b/dolfin/mesh/LocalMeshRefinement.h Thu Jan 08 12:56:06 2009 -0700 > @@ -26,14 +26,21 @@ > static void refineMeshByEdgeBisection(Mesh& mesh, > MeshFunction<bool>& cell_marker, > bool refine_boundary = true); > - > + > + /// Iteratively refine mesh locally by the longest edge bisection > + static void refineIterativelyByEdgeBisection(Mesh& mesh, > + MeshFunction<bool>& cell_marker); > private: > > /// Bisect edge of simplex cell > static void bisectEdgeOfSimplexCell(const Cell& cell, Edge& edge, > - uint& new_vertex, > + uint new_vertex, > MeshEditor& editor, > uint& current_cell); > + > + static bool iterationOfRefinement(Mesh& mesh, > + MeshFunction<bool>& cell_marker, > + MeshFunction<uint>& bisected_edges); > > }; > > diff -r 946e884ef099 dolfin/mesh/Mesh.cpp > --- a/dolfin/mesh/Mesh.cpp Wed Jan 07 23:10:49 2009 +0000 > +++ b/dolfin/mesh/Mesh.cpp Thu Jan 08 12:56:06 2009 -0700 > @@ -201,6 +201,14 @@ > _ordered = false; > } > //----------------------------------------------------------------------------- > +void Mesh::refine_iteratively(MeshFunction<bool>& cell_markers) > +{ > + LocalMeshRefinement::refineIterativelyByEdgeBisection(*this, cell_markers); > + > + // Mesh may not be ordered > + _ordered = false; > +} > +//----------------------------------------------------------------------------- > void Mesh::coarsen() > { > // FIXME: Move implementation to separate class and just call function here > diff -r 946e884ef099 dolfin/mesh/Mesh.h > --- a/dolfin/mesh/Mesh.h Wed Jan 07 23:10:49 2009 +0000 > +++ b/dolfin/mesh/Mesh.h Thu Jan 08 12:56:06 2009 -0700 > @@ -146,8 +146,12 @@ > /// Refine mesh uniformly > void refine(); > > - /// Refine mesh according to cells marked for refinement > + /// Refine mesh according to cells marked for refinement, > void refine(MeshFunction<bool>& cell_markers, bool refine_boundary = true); > + > + /// Refine mesh according to cells marked for refinement, > + /// Iterative the longest edge bisection algorithm > + void refine_iteratively(MeshFunction<bool>& cell_markers); > > /// Coarsen mesh uniformly > void coarsen(); > _______________________________________________ > DOLFIN-dev mailing list > DOLFIN-dev@xxxxxxxxxx > http://www.fenics.org/mailman/listinfo/dolfin-dev
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