结合背景网格的点球弹簧修匀法网格变形  被引量:3

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

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作  者:昌继海 余飞 曹杰 关振群[1] Chang Jihai;Yu Fei;Cao Jie;Guan Zhenqun(Department of Engineering Mechanics,Dalian University of Technology,Dalian 116024)

机构地区:[1]大连理工大学工程力学系,大连116024

出  处:《计算机辅助设计与图形学学报》2020年第9期1529-1536,共8页Journal of Computer-Aided Design & Computer Graphics

基  金:国家自然科学基金(11272074).

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%.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.

关 键 词:背景网格 预变形 点球弹簧修匀法 快速收敛 

分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]

 

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