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Q-TRAN: A New Approach to Transform Triangular Meshes into Quadrilateral Meshes Locally Mohamed S. Ebeida 1 , Kaan Karamete 2 , Eric Mestreau 2 , and Saikat Dey 2 1 Org. 1414, Applied Math and Applications, Sandia National Laboratories [email protected] 2 Code 7130, Physical Acoustics Branch, Naval Research Laboratories [email protected] , [email protected], [email protected] Summary. Q-Tran is a new indirect algorithm to transform triangular tes- sellation of bounded three-dimensional surfaces into all-quadrilateral meshes. The proposed method is simple, fast and produces quadrilaterals with provably- good quality and hence it does not require a smoothing post-processing step. The method is capable of identifying and recovering structured regions in the input tessellation. The number of generated quadrilaterals tends to be almost the same as the number of the triangles in the input tessellation. Q- Tran preserves the vertices of the input tessellation and hence the geometry is preserved even for highly curved surfaces. Several examples of Q-Tran are presented to demonstrate the efficiency of the proposed method. Keywords: Mesh generation, all-quadrilateral, indirect methods, curved sur- faces. 1 Introduction Automatic mesh generation is one of the main procedures in Finite Element Analysis (FEA) as well as many other fields. Hence, a robust automatic mesh generator becomes an indispensable tool in such applications. Nowadays, the generation of triangular meshes on 3D surfaces by either the Delaunay trian- gulation [1, 2, 3, 4] or the advancing front technique [5, 6, 7, 8] are considered matured. However, in many applications, quadrilaterals are preferable to tri- angular meshes due to their superior performance for various applications such as sheet metal forming and crash simulations. A smaller set of literature exists for quadrilateral meshing. In the last decade, different approaches have been proposed in the area of unstructured all-quadrilateral mesh generation. A-PDF Split DEMO : Purchase from www.A-PDF.com to remove the watermark

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Page 1: Q-TRAN: A New Approach to Transform Triangular Meshes into ... · Q-TRAN: Transform Triangular Meshes into Quadrilateral Meshes 5 (a) Input (b) Output Fig. 2. Topology clean-up using

Q-TRAN: A New Approach to TransformTriangular Meshes into Quadrilateral MeshesLocally

Mohamed S. Ebeida1, Kaan Karamete2, Eric Mestreau2, and Saikat Dey2

1 Org. 1414, Applied Math and Applications, Sandia National [email protected]

2 Code 7130, Physical Acoustics Branch, Naval Research [email protected] , [email protected],[email protected]

Summary. Q-Tran is a new indirect algorithm to transform triangular tes-sellation of bounded three-dimensional surfaces into all-quadrilateral meshes.The proposed method is simple, fast and produces quadrilaterals with provably-good quality and hence it does not require a smoothing post-processing step.The method is capable of identifying and recovering structured regions inthe input tessellation. The number of generated quadrilaterals tends to bealmost the same as the number of the triangles in the input tessellation. Q-Tran preserves the vertices of the input tessellation and hence the geometryis preserved even for highly curved surfaces. Several examples of Q-Tran arepresented to demonstrate the efficiency of the proposed method.

Keywords: Mesh generation, all-quadrilateral, indirect methods, curved sur-faces.

1 Introduction

Automatic mesh generation is one of the main procedures in Finite ElementAnalysis (FEA) as well as many other fields. Hence, a robust automatic meshgenerator becomes an indispensable tool in such applications. Nowadays, thegeneration of triangular meshes on 3D surfaces by either the Delaunay trian-gulation [1, 2, 3, 4] or the advancing front technique [5, 6, 7, 8] are consideredmatured. However, in many applications, quadrilaterals are preferable to tri-angular meshes due to their superior performance for various applicationssuch as sheet metal forming and crash simulations. A smaller set of literatureexists for quadrilateral meshing. In the last decade, different approaches havebeen proposed in the area of unstructured all-quadrilateral mesh generation.

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Virtually, all existing quadrilateral meshing algorithms can be grouped intotwo main categories, namely, the direct and the indirect approaches.

In the indirect methods, quadrilaterals are formed based on a triangulartessellation called a background mesh. The simplest approach under this cat-egory is to divide each triangular face into three quadrilaterals by inserting avertex into at the center of each face as well as splitting all of its three edges.This method is fast, robust and preserves the angle bounds of the backgroundmesh. However it triples the number of the faces of the input tessellation andintroduce a large number of irregular vertices, which are usually not favoredin many applications. An irregular vertex is an internal vertex with valencenumber other than four. An alternative method is to combine adjacent pairsof triangles to form a single quadrilateral [9, 10]. The drawback of this methodthat in order to generate a mesh with good quality, many triangular faces inthe initial tessellation might be left in the output mesh. To minimize the num-ber of these remaining triangles, several heuristic procedures suggested to con-trol the order in which triangles are combined, and in some cases split duringthe conversion[11, 12, 13]. Velho proposed a local transformation method thatutilizes clustering of triangular pairs and produce all-quadrilateral meshes[14].Owen et al. [15] developed an advancing front algorithm, Q-MORPH, basedon a background mesh and the techniques used in the paving algorithm [16].Q-MORPH generates an all-quadrilateral mesh with well aligned rows of ele-ments and a fewer number of irregular vertices. However, this method needsan initial front to start the quadrilateral conversion and the quality of the gen-erated quadrilaterals depends heavily on that front. This might be a problemfor applying Q-MORPH to closed 3D triangular tessellation that is not asso-ciated with sharp features. Miyazaki et al. proposed a method to generate asuitable initial front in these cases[17]. However, the Q-Morph transformationis still not local, since each triangular face cannot be transformed unless it be-comes adjacent to the advancing front. Moreover, Q-Morph does not preservethe vertices of the input tessellation which may alter the associated geometryfor a curved input surface.

On the other hand, in the direct methods, quadrilaterals are directly cre-ated over the problem domain. These methods are generally classified intoone of three main categories. The first depends on some form of domain de-composition [18, 19, 20]. The second is based on the advancing front method[21, 16, 22]. The third extracts a quadrilateral surface using a Cartesian grid[23] or packing of circles [24]. In general, direct methods are slower and lessrobust compared to indirect methods.

The main objective of this study is to present a new indirect quadrilateralmesh generation scheme over 3D curved surface while preserving the verticesof the input triangular tessellation. The proposed method is partially similarto the technique proposed by Velho [14]; however, Q-Tran produces fewerquadrilaterals and fewer irregular vertices in general.

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2 Outline of the Q-Tran algorithm

The Q-Tran algorithm is briefly outlined in the following steps:

1. Initial edge classification: Each edge in the input triangular tessellation isclassified as one of the following six types (see Figure 1)• A boundary edge, BE, is either an edge adjacent to a single triangular

face or associated with a sharp feature or specified by the user.• An anisotropic diagonal edge, ADE, is a non-boundary edge adjacent

to two triangular faces such that its length is greater than the lengthof the remaining four edges and at least one of the two triangle isanisotropic. A triangular face is considered anisotropic if its aspectratio exceeds 3.0 otherwise it is considered to be isotropic.

• An isotropic diagonal edge, IDE, is an edge that does not fall into anyof the two categories mentioned above and adjacent to two isotropictriangular faces such that its length is greater than the length of theremaining four edges and none of these edges is a boundary edge.

• A corner edge, CE, is an edge that does not fall into any of the threecategories mentioned above and adjacent to two isotropic triangularfaces with at least one of these two has two boundary edges.

• A regular edge, RE, is any other edge that does not fall into any of thefour categories mentioned above.

• A special regular edge, SRE, is a regular edge with two adjacent trian-gles that has two aligned boundary edges.

2. Reclassification of regular and corner edges:• A regular edge that shares a vertex with an anisotropic diagonal edge

is reclassified as a boundary edge.• A special regular edge is reclassified as a boundary edge.• A corner edge is reclassified into an anisotropic diagonal edge if its two

adjacent faces has four boundary edges.• A corner or a regular edge is reclassified into a boundary edge if it

would result in violating the angle bounds of the input tessellationduring the conversion process.

3. Check for optimal solution: If the number of diagonal edges is half thenumber of the faces in the input tessellation, an optimal solution exists.Retrieve it by merging the two adjacent triangles to each diagonal edgeinto a single quad and exit, otherwise proceed to the next step.

4. Creation of new vertices:• Create a vertex, edge vertex, at the center of non-regular edge.• Create a vertex, regular face vertex, at the center of each triangular

face with three regular edges or with two boundary edges.• Create a vertex, boundary face vertex, at the center of each triangular

face with three boundary edges.5. Quadrilateral formation:• For each boundary face vertex, generate three quadrilaterals by split-

ting the associated boundary face into three quadrilaterals.

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• For each anisotropic diagonal edge, transform the adjacent two trian-gles into four quadrilaterals.

• For each regular edge, generate a quadrilateral using the two verticesof that edge and the two created vertices in the adjacent faces.

• For each corner edge generate the quadrilaterals as shown in Fig-ure 3(b).

6. Topology clean-up:• Minimize the number of irregular vertices using face collapse of the

quadrilaterals with two opposite tri-valence vertices that are createdduring the Q-Tran algorithm. Do not execute this step if the qualitywill deteriorate due this heuristic operation. This operation is illus-trated in Figure 2.

(a) ADE (b) ADE (c) IDE

(d) CE (e) SRE

Fig. 1. Classification of the edges of the input tessellation.

3 Quality of the generated mesh

In this section, we study the quality of the quadrilaterals generated duringthe Q-Tran algorithm in terms of preserving the angle bounds of the inputtessellation. As mentioned in the previous section, there are six cases associ-ated with the generation of the quadrilaterals within Q-Tran. The first threetypes, Group A, are illustrated in Figure 3(a). In these cases, the angle boundsof the input tessellation are preserved automatically. The proof is trivial andfollows the simple fact:

min(x, y) ≤ x + y

2≤ max(x, y) (1)

where x and y in Equation 1 represents two adjacent angles in the triangulartessellation while x+y

2 represents the corresponding angle in the quadrilateraltessellation.

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(a) Input (b) Output

Fig. 2. Topology clean-up using face collapse to reduce the number of irregularvertices. A quadrilateral face is collapsed converting two irregular vertices into aregular one. The triangular tessellation is shown using dotted lines in both figures.

For the second group, the quality of the input tessellation is preservedby construction, where an edge from Group B would be reclassified into anedge from Group A if it causes a violation to the angle bounds of the inputtessellation. However, we note that throughout the test problems that we haveused in this paper we have never encountered this case. Further investigationsare required to prove that this case can ever exists.

4 Analysis of Q-Tran performance

In order to test the performance of Q-Tran, we generated a sequence of tri-angular tessellations covering a planar hexagon. A triangular tessellation,Mi, i = 2, 3, ..., 7, is obtained by isotropic refinement of the previous tes-sellation, Mi−1, where each triangular face is split into four triangular faces.Q-Tran is then utilized to convert each tessellation in this sequence into anall-quadrilateral mesh. Note that all the internal edges in any tessellation hereare regular edges, which means that random Topology clean-up will be appliedeverywhere in the mesh at the end of the algorithm. This should representa worst case scenario for Q-Tran with regard to the time of execution, giventhat the algorithm should have the same performance for planar and curvedsurfaces. The results of this test are summarized in Table 1. As we notice fromthese results, random clean-up operations might increase the relative numberof the generated quadrilaterals in some cases to be as much as twice the num-ber of the faces in the input tessellation. All of the tests performed in thissection were performed using a 32-bit operating system and 2.0 GHz (T7250)processor with 2.0 GB of memory. Q-Tran was implemented in a generic func-tion so the performance might vary based on the utilized datastructure.

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(a) Group A

(b) Group B

Fig. 3. Quadrilateral formation in Q-Tran. The quality of the quadrilaterals gener-ated in Group A is guaranteed automatically while the quality of the quadrilateralsgenerated in Group B is guaranteed by construction.

Table 1. Performance of Q-Tran for the hexagon problem.

Model Name NumT NumQ NumQ/NumT Time (seconds) Rate (NumT /min.)

Hexagon-3 96 158 1.65 0.451 12,700Hexagon-4 384 668 1.74 0.486 47,407Hexagon-5 1,536 2,920 1.90 0.557 165,457Hexagon-6 6,144 11,856 1.93 1.359 271,258Hexagon-7 24,576 47,458 1.93 4.206 350,584Hexagon-8 98,304 104,976 1.07 13.219 446,194Hexagon-9 393,219 405,914 1.03 54.880 429,904

The performance of Q-Tran is mainly affected by the relative numberdifferent edges categories in the input tessellation. For example, if all the edgesare classified as boundary edges, then the number of the faces of the inputtessellation will be quadrupled. On the contrary, if the number of diagonaledges in the mesh is half the number of the faces of the input tessellation,then the latter will be reduced by half in the output mesh. For most cases,where the relative ratio of internal to boundary edges is relatively large, Q-

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(a) (b) (c) (d)

(e) (f) (g) (h)

Fig. 4. The first four meshes in a sequence utilized to test the performance of Q-Tran. The upper figures show the triangular tessellation of a Hexagon while thelower figures show the corresponding quadrilateral meshes.

Tran tends to almost preserve the number of the faces in the input tessellation.With regard to the required computational time, Q-Tran tends to be muchfaster as the number of diagonal edges relatively increase, since fewer clean-upoperations would be required. As shown in the next section we have appliedQ-Tran to a wide range of different types meshes. Some of these meshes havesome structured patches with anisotropic faces, others are decomposed ofhighly curved surfaces with no boundary edges at all, ... etc. The performanceof Q-Tran for these meshes is summarized in Table 2.

Table 2. Performance of Q-Tran for various problems.

Model Name NumT NumQ NumQ/NumT Time (seconds) Rate (NumT /min.)

hook 1,014 1,212 1.20 3.350 18,161ref-plane 3,406 3,776 1.11 0.933 219,035siklone-1 29,428 31,749 1.08 6.809 259,315siklone-2 117,716 123,892 1.05 18.855 374,593siklone-3 470,864 487,156 1.03 70.674 399,748topology-1 35,000 41,993 1.20 7.244 289,895topology-2 140,0000 171,785 1.23 23.989 350,160vase-1 19,460 27,508 1.41 6.28 185,923vase-2 77,844 107,546 1.38 14.346 325,570vase-3 311,360 419,060 1.35 53.685 347,985tori-1 12,000 12,129 1.01 2.769 260,021tori-2 48,000 49,788 1.04 7.412 388,559tori-3 192,016 197,252 1.03 28.422 405,353

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8 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey

To have an overall average estimation of the Q-Tran performance, the re-sults of all the test performed in this section are illustrated in Figure 5. Theseresults shows that the number of the quadrilaterals in most cases tends to bealmost the same as the number of the triangles in the input. This may increasein the worst cases to be as much as twice that number. On average, Q-Transeems to convert a triangular tessellation into an all-quadrilaterals meshes atan average rate of 375,000 triangles per minute using a 2.0 GHz processor.Again, this is considered a rough estimation since we utilized a generic imple-mentation These results might be further improved if a datastructure-specificimplementation is to be utilized because Q-Tran depends to a large extent onthe speed of adjacency queries.

(a) Input (b) Output

Fig. 5. Q-Tran performance. The relation between the number of the faces in theinput and the output meshes is illustrated in the right figure while the executiontime for the various test problems is illustrated in the left figure. The inclined linein each of the two figures is used as a reference.

5 Example Problems

Six examples, shown in Figures 6-11, demonstrates various features of theQ-Tran algorithm. The first example shown in Figure 6 demonstrates the ca-pability of Q-Tran to handle highly curved surfaces with no boundary edges.This example illustrates the ability of Q-Tran to detect and preserve struc-tured regions in the input tessellation. Figure 7, on the other hand, shows thequality of the quadrilaterals generated for a Cad model with non-manifoldboundary edges. This example includes almost all the types of edge classifi-cations within Q-Tran.

The ability to handle a triangular mesh with some anisotropic faces is illus-trated in Figures 8. As this figure show, the final quadrilateral mesh preservesthe directionality of the stretched faces.

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Figures 9 and 10 show that the vertices distribution in the final quadrilat-eral mesh is almost the same as in the input tessellation. This is demonstratedusing a highly curved surface as well as a simple planar surface with variabledensity distribution.

The final example, in Figure 11, demonstrates that efficiency of recoveringthe structured regions from the input tessellation. As illustrated in that figureQ-Tran was capable of recovering all of the structured regions in this exampleleaving behind a very small number of irregular vertices.

6 Conclusion

The Q-Tran algorithm is an indirect quadrilateral meshing algorithm thatutilizes edge classification to transform triangles into quadrilaterals locally. Itgenerates an all-quadrilateral mesh with provably-good quality. The resultingquadrilaterals, in general, follow the boundaries of the domain. The Q-Tranalgorithm is capable of detecting and recovering the structured regions in theinput tessellation. It can handle isotropic and anisotropic cases with almostthe same efficiency. Compared to the Q-Morph algorithm, Q-Tran can be im-plemented in parallel, preserves the vertices of the input tessellation and doesnot require an initial front. Moreover, the quality of the generated quadri-laterals is guaranteed, hence, no smoothing is required as a post processingstep. Improvements include minimizing of the irregular vertices as well ascontrolling the directionality in the isotropic structured regions.

Acknowledgments

This research was performed under contract to US Naval Research Laboratoryas part of the Computational Research and Engineering Acquisition Tools andEnvironments (CREATE) program of the DoD High Performance ComputerModernization Program. We would like to thank Dave Morris, and Frank Sufor the “Topology” and the “Vase” models. These models are courtesy of 3dvia(http://www.3dvia.com). We would also like to thank Herbert Edelsbrunner,(http://www.cs.duke.edu/∼edels/Tubes/), for the “Tori” model.

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(a) Input: 35,000 triangles (b) Output: 41,993 quadrilaterals

Fig. 6. Topology Model (execution time = 7.244 seconds)

(a) Input: 1,014 triangles (b) Output: 1,212 quadrilaterals

Fig. 7. Hook Model (execution time = 3.35 seconds)

(a) Input: 19,460 triangles (b) Output: 27,508 quadrilaterals

Fig. 8. Vase Model (execution time = 6.28 seconds)

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(a) Input: 29,428 triangles (b) Output: 31,749 quadrilaterals

Fig. 9. Siklone Model (execution time = 6.809 seconds)

(a) Input: 3,406 triangles (b) Output: 3,770 quadrilaterals

Fig. 10. Refined-Plane Model (execution time = 0.933 seconds)

(a) Input: 12,000 triangles (b) Output: 12,129 quadrilaterals

Fig. 11. Tori Model (execution time = 2.769 seconds)

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