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昌继海, 余飞, 曹杰, 关振群. 结合背景网格的点球弹簧修匀法网格变形[J]. 计算机辅助设计与图形学学报, 2020, 32(9): 1529-1536. DOI: 10.3724/SP.J.1089.2020.18167
引用本文: 昌继海, 余飞, 曹杰, 关振群. 结合背景网格的点球弹簧修匀法网格变形[J]. 计算机辅助设计与图形学学报, 2020, 32(9): 1529-1536. DOI: 10.3724/SP.J.1089.2020.18167
Chang Jihai, Yu Fei, Cao Jie, Guan Zhenqun. Mesh Deformation Method Based on Vertex-Ball-Spring-Smoothing and Background-Mesh[J]. Journal of Computer-Aided Design & Computer Graphics, 2020, 32(9): 1529-1536. DOI: 10.3724/SP.J.1089.2020.18167
Citation: Chang Jihai, Yu Fei, Cao Jie, Guan Zhenqun. Mesh Deformation Method Based on Vertex-Ball-Spring-Smoothing and Background-Mesh[J]. Journal of Computer-Aided Design & Computer Graphics, 2020, 32(9): 1529-1536. DOI: 10.3724/SP.J.1089.2020.18167

结合背景网格的点球弹簧修匀法网格变形

Mesh Deformation Method Based on Vertex-Ball-Spring-Smoothing and Background-Mesh

  • 摘要: 在弹簧类网格变形方法中,点球弹簧修匀法存在收敛较慢的问题.提出一种利用背景网格进行加速收敛的方法.首先在粗化的背景网格上进行变形,然后将粗网格节点的变形结果和细网格边界上的运动节点一起作为初始扰动对细网格进行变形,变形方法采用点球弹簧修匀法.算例表明,该方法在求解二维或三维问题时,与点球弹簧修匀法相比,满足收敛条件的迭代步数减少了72%~88%,单步耗时减少了38%~78%.

     

    Abstract: In the present study,a hybrid method based on background mesh and vertex-ball-spring-smoothing method was presented.Firstly,a coarse background mesh was generated and deformed.The nodal displacements of the deformed coarse background mesh were duplicated to the corresponding nodes of the fine mesh.The internal nodes affected by the coarse mesh are then utilized to calculate the deformation of the fine mesh using the vertex-ball-spring-smoothing method.Numerical examples show that the proposed method is more efficient than vertex-ball-spring-smoothing method where the iterations and the time-consumption are reduced by 72%-88%and 38%-78%,respectively.

     

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