Mesh Generation

y

Marshall Bern Paul Plassmann

Intro duction

A mesh is a discretization of a geometric domain into small simple shap es such as triangles

or quadrilaterals in two dimensions and tetrahedra or hexahedra in three Meshes nd use

in many application areas In geography and cartography meshes give compact representa

tions of terrain data In most ob jects are ultimately reduced to meshes

b efore rendering Finally meshes are almost essential in the numerical solution of partial

dierential equations arising in physical simulation In this chapter we concentrate on al

gorithms for this last application assuming an audience including b oth practitioners such

as engineers and theoreticians such as computational geometers and numerical analysts

Typ es of Geometric Domains

We divide the p ossible inputs rst according to dimensiontwo or three We distinguish

four typ es of planar domains as shown in Figure For us a simple includes b oth

b oundary and interior A polygon with holes is a simple p olygon minus the interiors of some

other simple p olygons its b oundary has more than one connected comp onent A multiple

domain is more general still allowing internal b oundaries in fact such a domain may b e any

planar straightline graph in which the innite face is b ounded by a simple cycle Multiple

domains mo del ob jects made from more than one material Curved domains allow sides

that are algebraic curves such as splines As in the rst three cases collectively known as

polygonal domains curved domains may or may not include holes and internal b oundaries

Threedimensional inputs have analogous typ es A simple is top ologically

equivalent to a ball A general polyhedron may b e multiply connected meaning that it

is top ologically equivalent to a solid torus or some other higher genus solid it may also

have cavities meaning that its b oundary may have more than one connected comp onent

We do assume however that at every p oint on the b oundary of a general p olyhedron

a suciently small sphere encloses one connected piece of the p olyhedrons interior and

one connected piece of its exterior Finally there are multiple polyhedral domains general

p olyhedra with internal b oundariesand threedimensional curved domains which typically

have b oundaries dened by spline patches

Construction and mo deling of domain geometry lie outside the scop e of this chapter so

we shall simply assume that domains are given in some sort of b oundary representation

Xerox Palo Alto Research Center Coyote Hill Rd Palo Alto CA b ernparcxeroxcom

y

Department of and Engineering The Pennsylvania State University University Park

PA plassmancsepsuedu Supp orted by the Mathematical Information and Computational

Sciences Division subprogram of the Oce of Computational and Technology Research US Department of

Energy under Contract WEng

Figure Typ es of twodimensional inputs a simple p olygon b p olygon with holes c multiple

domain and d curved domain

without sp ecifying the exact form of this representation Computational geometers typically

assume exact combinatorial data structures such as linked lists for simple p olygons and

p olygons with holes doubly connected edge lists or quadedge structures for planar

multiple domains and wingededge structures for p olyhedral domains

In practice complicated domains are designed on computer aided design CAD systems

These systems use surface representations designed for visual rendering and then translate

the nal design to another format for input to the mesh generator The Stereolithography

Tessellation Language STL le format originally develop ed for the rapid prototyping of

solid mo dels sp ecies the b oundary as a list of surface p olygons usually triangles and sur

face normals The advantages of the STL input format are that a watertight mo del can

b e ensured and mo del tolerance deviation from the CAD mo del can b e sp ecied by the

user The Initial Graphics Exchange Sp ecication IGES format enables a variety of sur

face representations including higherorder representations such as Bsplines and NURBs

Perhaps due to its greater complexity or to sloppy CAD systems or users IGES les often

contain incorrect geometry either gaps or extra material at surface intersections

An alternative approach to format translation is to directly query the CAD system with

say p ointenclosure queries and then construct a new representation based on the answers

to those queries This approach is most advantageous when the translation problem is

dicult as it may b e in the case of implicit surfaces level sets of complicated functions

or constructive solid geometry formulas

With either approach translation or reconstruction by queries the CAD mo del must b e

top ologically correct and suciently accurate to enable meshing We exp ect to see greater

integration b etween solid mo deling and meshing in the future

Typ es of Meshes

A structured mesh is one in which all interior vertices are top ologically alike In graph

theoretic terms a structured mesh is an induced subgraph of an innite p erio dic graph

such as a grid An unstructured mesh is one in which vertices may have arbitrarily varying

lo cal neighb orho o ds A blockstructured or hybrid mesh is formed by a numb er of small

structured meshes combined in an overall unstructured pattern

In general structured meshes oer simplicity and easy data access while unstructured

meshes oer more convenient mesh adaptivity renementderenement based on an initial

solution and a b etter t to complicated domains Highquality hybrid meshes enjoy the

advantages of b oth approaches but hybrid meshing is not yet fully automatic We shall

discuss unstructured mesh generation at greater length than structured or hybrid mesh

Figure Typ es of meshes a structured b unstructured and c blo ckstructured

Figure a Triangulating quadrilaterals b Sub dividing triangles to form quadrilaterals

generation b oth b ecause the unstructured approach seems to b e gaining ground and b ecause

it is more closely connected to

The division b etween structured and unstructured meshes usually extends to the shap e

of the elements twodimensional structured meshes typically use quadrilaterals while un

structured meshes use triangles In three dimensions the analogous element shap es are

hexahedra meaning top ological cub es and tetrahedra There is however no essential rea

son for structured and unstructured meshes to use dierent element shap es In fact it

is p ossible to sub divide elements in order to convert b etween triangles and quadrilaterals

Figure and b etween tetrahedra and hexahedra

Organization

Section gives a brief survey of numerical metho ds and their implications for mesh genera

tion Section discusses the inuence of element shap e on accuracy and convergence time

Sections and cover structured and unstructured twodimensional meshes Section

discusses threedimensional hexahedral mesh generation including structured hybrid and

unstructured approaches Finally Section describ es threedimensional unstructured tetra

hedral mesh generation

We shall explain the basic computational geometry results as they arise within a larger

context however Section concludes with a separate theoretical discussion b ecause un

structured planar mesh generation is esp ecially rich in interesting geometric questions

Throughout this article we emphasize practical issues an earlier survey by Bern and Epp

stein emphasized theoretical results Although there is inevitably some overlap b etween

these two surveys we intend them to b e complementary

Mesh generation has a huge literature and we cannot hop e to cover all of it There are

excellent references on numerical metho ds structured mesh generation

and unstructured mesh generation There are also several

nice Web sites with uptodate information on mesh generation

Numerical Metho ds

Scientic computing seeks accurate discrete mo dels for continuous physical phenomena

We can divide the pro cess into three interdep endent steps problem formulation mesh

generation and equation solution In this section we discuss discretization and solution

metho ds and their impact on mesh generation

Discrete Formulation

There are a numb er of approaches to the discrete approximation of partial dierential equa

tions PDEs mo deling a physical system Here we briey review the standard discretization

metho ds nite dierence nite element and nite volume Although these metho ds result

in linear systems of similar structure the desired characteristics of meshes for these metho ds

dier

The nite dierence method replaces a continuous dierential op erator with a

dierence approximation Consider the partial dierential equation

Lu f

where L is some dierential op erator and u is a function of p osition and p ossibly also of

time We seek an approximate solution of on some geometric domain A standard

nite dierence approach replaces L with a discrete stencil Writing u ux for the

k k

value of u at mesh vertex p osition x the action of the stencil at x can b e approximated

k i

by

X

Lux A u

i ik k

k adj (x )

i

where adj x is the set of p oints adjacent to x in the mesh and A is a set of weights

i i ik

dep ending only on L and the geometry of the mesh The righthand side of can also b e

discretized yielding a system of linear equations

n

X

A u f

ik k i

k =1

to b e solved for the unknowns u Because the nite dierence stencil gives nonzero weight

k

only to neighb oring vertices this system will b e quite sparse

It is convenient to use the same stencil throughout the mesh this restriction simplies

not only the software but also the b ecause the convergence prop erties of a

particular stencil can b e analyzed by Taylor series expansion A nite dierence stencil

gives a more accurate approximation of a continuous op erator when the edges meeting at

vertices are nearly orthogonal For these reasons the nite dierence metho d usually relies

on structured meshes

The nite element method approximates the solution rather than the equation

The essential idea is to replace the continuous function ux with the nitedimensional

P

n

a x where the are basis functions with lo cal supp ort approximationu x

k k k

k =1

These basis functions are typically loworder p olynomials so that the action of the dif

ferential op erator L is easy to compute Because the approximation u x is dened

k

everywhere on the domain an analysis of convergence can b e made in a continuous norm

instead of p ointwise as in the nite dierence metho d

The nite element metho d obtains a discrete approximation by demanding that the

dierential equations b e satised for some set of test functions x

i

Z Z

Lu f

i i

An implementation of the nite element metho d involves the computation of co ecients

Z

A L

ik k i

Z

X

L

k i

e

eI

ik

where I denotes the set of elements for which b oth the basis function and the test

ik k

function are nonzero The unknowns a can now b e expressed in terms of the A s by

i k ik

a sparse linear system of equations of the same overall form as

Finiteelement metho ds are typically no more complicated on unstructured meshes than

on structured meshes Furthermore there is no real advantage to mesh edges meeting

orthogonally For these reasons unstructured meshes nd broad and increasing use in nite

element metho ds

The nite volume method is motivated by physical conservation laws The innitesimal

version of a conservation law is of the form

d

r

dt

where is the density and is the ux of the conserved quantity In order to maintain the

same physical conservation law on a discrete level the nite volume metho d denes control

volumes and requires that on each control volume

v

Z Z

d

n

dt

v v

where n is the normal to the surface of the volume The nite volume metho d mo dels

uid dynamics problems esp ecially well b ecause pressure and velo city can b e represented

at centers and vertices of volumes resp ectively

Cel lcentered control volumes are usually identical to mesh elements while vertex

centered control volumes form a dual mesh with one volume for each vertex of the original

mesh There are several ways to dene vertexcentered control volumes Two regular grids

may b e overlaid staggered by half an element or in the case of unstructured meshes the

Delaunay may b e used for the mesh and its dualthe Vorono diagramfor

the control volumes

Solution Metho ds

The solution of the sparse linear system is usually the most computationally demanding of

the three steps Solution metho ds include direct factorization and preconditioned iterative

metho ds metho ds which can vary dramatically in required storage and computational cost

for dierent problems Moreover the discrete formulation and mesh generation steps greatly

inuence the ecacy of a solution metho d For example if one cho oses to use higherorder

basis functions in the nite element metho d one can use a coarser mesh and a smaller but

denser linear system

Direct factorization metho ds such as sparse Cholesky or LU factorization tend b e

slower but more robust than iterative metho ds Luckily the extra computational cost can

b e amortized when the factorization is reused to solve for more than one righthand side

An imp ortant issue in direct metho ds is ordering the vertices to minimize the ll the

numb er of intermediate nonzeros Nested dissection uses graph separators to save an

3d 12

asymptotic factor of O n in the ll Any planar graph admits separators of size O n

23

reasonable threedimensional meshes admit separators of size O n

Iterative metho ds have proved eective in solving the linear systems arising in

physical mo deling Most large problems cannot b e eectively solved without the use of

preconditioning A p opular preconditioner involves an incomplete factorization Rather

than computing the exact factors for the matrix A LU approximate factors are computed

such that A LU and the preconditioned system

1 1 1

L AU U u L f

is solved iteratively Ideally the incomplete factors should b e easy to compute and require

a mo dest amount of storage and the condition numb er of the preconditioned system should

b e much b etter than the original system

Multigrid metho ds can achieve the ultimate goal of iterative metho ds convergence

in O iterations for certain classes of problems These metho ds use a sequence of meshes

graded from ne to coarse The iterative solution of the ne linear system is accelerated

by solving the coarser systems The cycle rep eatedly pro jects the current residual from a

ner mesh onto the next coarser mesh and interp olates the solution from the coarser mesh

onto the ner One drawback of multigrid is that computing a sequence of meshes may b e

dicult for complicated geometries

Domain decomp osition represents something of a hybrid b etween iterative and

direct approaches This approach divides the domain into p ossibly overlapping small do

mains it typically solves subproblems on the small domains directly but iterates to the

global solution in which neighb oring subproblem solutions agree This approach enjoys

some of the sup erior convergence prop erties of multigrid metho ds while imp osing less of a

burden on the mesh generator In fact the domain is often partitioned so that subproblems

admit structured meshes

Element Shap e

The shap es of elements in a mesh have a pronounced eect on numerical metho ds For

purp oses of discussion let us dene the aspect ratio of an element to b e the ratio of its

maximum to its minimum width where width refers to the distance b etween parallel sup

p orting hyp erplanes There are many other roughly equivalent denitions of asp ect ratio

In general elements of large asp ect ratio are bad Large asp ect ratios lead to p o orly

conditioned matrices worsening the sp eed and accuracy of the linear solver Sp eed degrades

b efore accuracy a triangular mesh with a rather mild sharp est angle say can b e

noticeably slower than a triangular mesh with a minimum angle of

Moreover even assuming that the solver gives an exact answer large asp ect ratios may

give unacceptable interp olation error Here it is useful to distinguish b etween two dierent

typ es of p o or asp ect ratio Early results showed convergence as triangular elements

shrink assuming that all angles are b ounded away from Later analysis however

showed convergence assuming only that angles are b ounded away from a weaker

condition The generalization of this result to three dimensions assumes dihedrals b ounded

away from Bank and Smith recently prop osed a triangle quality measure based on

an analysis of interp olation error the area of a triangle divided by the sum of squared edge

lengths This measure slightly favors sharp triangles over at triangles

Sometimes however elements of large asp ect ratio are go o d If the solution to the

dierential equation is anisotropic meaning that its second derivative varies greatly with

direction then prop erly aligned highasp ectratio elements give a very ecient mesh The

ideal asp ect ratio of a triangle is the square ro ot of the ratio of the largest to smallest

eigenvalues of the Hessian For triangular meshes it do es not make much dierence

whether long skinny elements have large angles as well as small angles but if the asp ect

ratio exceeds the ideal then large angles are worse than small

Fluid ow problems esp ecially full NavierStokes simulation that is viscosity included

are strongly anisotropic For example in aero dynamic simulations ideal asp ect ratios may

reach along the surface of the aircraft Quadrilateral and hexahedral meshes have

an advantage in accuracy over triangular and tetrahedral meshes for controlvolume formu

lations of these problems as they allow faces of elements in the b oundary layer to b e either

almost parallel or almost orthogonal to the surface

Simulations with sho ck frontsfor example sup ersonic air ow over a wingare also

strongly anisotropic In this case however the lo cations and directions for highasp ectratio

elements cannot b e predicted in advance The need for adaptivity remeshing based on an

initial solution now tilts the balance in favor of triangles and tetrahedra Simpson

discusses and surveys the literature on anisotropy

Element shap e aects another prop erty of the linear system b esides condition numb er

A triangular mesh with wellshap ed elements gives a symmetric Mmatrixp ositive denite

with negative odiagonal entriesfor a nite element formulation of an equation with a

Laplacian op erator Mmatrices are exactly those matrices that satisfy a discrete maximum

principle this desirable prop erty rules out oscillation of the numerical metho d In this case

wellshap ed has a precise meaning the two angles opp osite each interior edge of the mesh

should sum to at most This requirement implies that no quadrilaterals are

reversed Section so the triangulation must b e the Delaunay or constrained Delaunay

triangulation Dep ending on the b oundary conditions asso ciated with the dierential equa

tion an Mmatrix may also require that the single angle opp osite a b oundary edge should

measure at most This requirement go es b eyond Delaunay but it is not hard to sat

isfy this requirement for domains without internal b oundaries simply split outwardsfacing

obtuse angles by dropping p erp endiculars to the b oundary ip back to a new Delaunay

triangulation and rep eat until there are no reversed quadrilaterals and no outwardsfacing

obtuse angles

In three dimensions an unstructured tetrahedral mesh gives an Mmatrix if and only if

P

jej cot is nonnegative where the sum is over all for each edge e in the mesh the sum

e

e

edges e that are opp osite to e in tetrahedra of the mesh and where jej denotes the length

of e and the dihedral angle at e All such sums will b e nonnegative if all dihedrals

e

in the mesh are nonobtuse but this condition is more restrictive than necessary

Finally in a nite volume formulation of Poissons equation a Delaunay mesh with

Vorono control volumes gives an Mmatrix even in three dimensions The nite volume

formulationbut not the nite element formulationcan tolerate Delaunay tetrahedra of

large asp ect ratio so long as all control volumes have go o d asp ect ratios The disparity

b etween the two formulations is surprising b ecause they give the very same matrix in two

dimensions

Structured TwoDimensional Meshes

Structured meshes oer simplicity and eciency A structured mesh requires signicantly

less memorysay a factor of three lessthan an unstructured mesh with the same numb er

of elements b ecause array storage can dene neighb or connectivity implicitly A structured

mesh can also save time to access neighb oring cells when computing a nite dierence

stencil software simply increments or decrements array indices Compilers pro duce quite

ecient co de for these op erations in particular they can optimize the co de for vector

machines

On the other hand it can b e dicult or imp ossible to compute a structured mesh for

a complicated geometric domain Furthermore a structured mesh may require many more

elements than an unstructured mesh for the same problem b ecause elements in a structured

mesh cannot grade in size as rapidly These two diculties can b e solved by the hybrid

structuredunstructured approach which decomp oses a complicated domain into blo cks

supp orting structured grids Hybrid approaches however are not yet fully automatic

requiring user guidance in the decomp osition step A complicated threedimensional hybrid

mesh see Section can take weeks or even months of work hence hybrid approaches are

typically used only late in the design cycle

Structured mesh generation can b e roughly classied into handgenerated and other

elementary approaches algebraic or interp olation metho ds and PDE or variational meth

o ds The PDE approach solves partial dierential equations in order to map

the domain onto another domain with a convenient co ordinate system In this section we

discuss an elliptic PDE approach with a connection to the classical topic of conformal

mapping

A mapping of a region of the complex plane is conformal if it preserves angles in

other words the angle b etween any two curves intersecting at a p oint z is preserved by

the mapping The Riemann mapping theorem states that for any top ological disk there

exists a conformal mapping f that takes the interior of onetoone onto the interior of any

other top ological disk such as the unit disk or square There is an obvious connection to

mesh generation a conformal mapping of onto a square grid induces a structured mesh

on with the prop erty that element angles tend towards in the limit of an increasingly

ne discretization

Unfortunately the Riemann mapping theorem only proves the existence of a conformal

mapping it do es not give an algorithm Let us write z x iy and consider the the complex η y M f

Ω R

1 ξ x

Figure The conformal mapping f from the domain dened by a b oundary discretization to a

rectangle R The inverse of the mapping maps a grid on R onto a structured mesh for

Figure The grid on left was obtained by solving with unit asp ect ratio resulting in a foldedover

mesh On the right a more appropriate asp ect ratio has b een chosen

function f z x y i x y If f is analyticas a conformal f will b e assuming

f z then it satises the CauchyRiemann equations and Thus

x y y x

2

the functions and must each b e harmonic and satisfy Laplaces equation so that r

2

and r If f is conformal its inverse is as well therefore x and y as functions of

2 2

and are also harmonic and satisfy r x and r y

Consider the regions and R in Figure and assume we already have a discretization

of the b oundary of Finding a suitable b oundary discretization may itself b e a nontrivial

2 2

task The obvious algorithm is to solve r x and r y assuming x and y are

given on the b oundary of R However this approach may not work One may obtain

p o orly shap ed or even inverted elements as shown in Figure a The problem is that the

solutions x and y may b e harmonic but not harmonic conjugate ie satisfy the Cauchy

Riemann equations

The algorithm can b e partially mended by obtaining a b etter estimate for M the

rectangle height implied by the discretization of the b oundary of If we scale the original

co ordinates of the rectangle onto a square with co ordinates with the mapping

and M we obtain the system

2 2

M x x M y y

From the rstorder CauchyRiemann equations we have

2 2 2 2 2

M x y x y

Bareld obtained reasonable nonoverlapping meshes by estimating the average value of

the right hand side of the ab ove equation and using this value for M One can think of M

as an average asp ect ratio for the original domain if ideal asp ect ratio varies signicantly

over the domain one can also make this numb er a function of p osition This approach

can b e successful for many physical problems and can b e improved signicantly if the

generated grid is smo othed as a p ostpro cessing step This approach can also b e extended

to three dimensions where the Riemann mapping theorem no longer holds by the addition

of another average asp ect ratio term

Although the approach just sketched works quite well for some domains it do es not

guarantee the generation of a valid mesh It is interesting that the inverse problem solving

the harmonic equations

xx y y

xx y y

do es guarantee a solution with no inverted elements and a nonvanishing Jacobian

Solving the problem in this form is more dicult b ecause it requires a discretization of the

domain for which we want to nd a grid However the system can b e inverted to form the

nonlinear elliptic system

x x x

y y y

where

2 2

x y

x x y y

2 2

x y

Software designed to solve these systems often includes an additional source term on the

righthand sides of the harmonic systems in to control the lo cal p oint spacing in the

domain

The elliptic metho d just discussed though motivated by conformal mapping do es not

compute true conformal mappings A true conformal mapping induces a structured mesh

with certain advantages for example the Laplacian is the limit of the secondorder dier

ence on such a grid True conformal mapping however do es not seem to b e widely used

in mesh generation p erhaps b ecause algorithms to compute such mappings are relatively

slow or b ecause they do not allow lo cal control of p oint spacing

In the case that is a simple p olygon the SchwarzChristoel formula oers an explicit

form for the conformal mappings from the unit disk D to Such a mapping can in

turn b e used to nd conformal mappings from to a square or rectangle Let the p oints

in the complex plane dening the p olygon in counterclo ckwise order b e z z the

1 n

interior angles at these p oints b e and dene the normalized angles as

1 n k

Using as the preimages of z z on the edge of the disk the

k 1 n 1 n

SchwarzChristoel formula gives the form of the conformal mapping as

Z

n

Y

k

d f A B

k

0

k =1

There are several programs available to solve for the unknown values SCPACK by

k

Trefethen the SC To olb ox by Driscoll and CRDT by Driscoll and Vavasis

One diculty in the numerical solution is crowding enormous variation in spacing b e

tween the p oints CRDT the latest and apparently b est SchwarzChristoel algorithm

k

overcomes this diculty by rep eatedly remapping so that crowding do es not o ccur near the

p oints b eing evaluated

Unstructured TwoDimensional Meshes

We have already mentioned the advantages of unstructured meshes exibility in tting

complicated domains rapid grading from small to large elements and relatively easy re

nement and derenement

Unlike structured mesh generation unstructured mesh generation has b een part of main

stream computational geometry for some years and there is a large literature on the sub

ject We consider three principled approaches to unstructured mesh generation in some

detail these approaches use constrained Delaunay triangulation

and quadtrees Then we discuss mesh renement and improvement In the nal section we

describ e some geometric problems abstracted from unstructured mesh generation

Delaunay Triangulation

Our rst approach to unstructured mesh generation partitions the task into two phases

placement of mesh vertices followed by triangulation Added p oints are called Steiner

points to distinguish them from the domains original vertices If the placement phase is

smart enough the triangulation phase can b e esp ecially simple considering only the input

vertices and Steiner p oints and ignoring the input edges

The placement phase typically places vertices along the domain b oundary b efore adding

them to the interior The b oundary should b e lined with enough Steiner p oints that the

Delaunay triangulation of all vertices will conform to the domain This requirement inspires

a crisp geometric problem called conforming Delaunay triangulation given a p olygonal

domain add Steiner p oints so that each edge of is a union of edges in the Delaunay

triangulation An algorithm due to Saalfeld lines the edges of with a large numb er

of Steiner p oints uniformly spaced except near the endp oints A more ecient solution

covers the edges of by disks that do not overlap other edges Edelsbrunner and Tan

3

gave the b est theoretical result an algorithm that uses O n Steiner p oints for an nvertex

2

multiple domain They also gave an n lower b ound example

There are several approaches to placing interior Steiner p oints One approach

combines the vertices from a numb er of structured meshes A second approach adds

Steiner p oints in successive layers working in from the domain b oundary as in advancing

front mesh generation Section Figure shows an example A third approach

cho oses interior p oints at random according to some distribution which may b e interp olated

from a coarse quadtree or background triangulation An indep endent random sample is

likely to pro duce some badly shap ed triangles so the generator should oversample

and then lter out p oints to o close to previously chosen p oints Finally there are

deterministic metho ds that achieve essentially the same eect as random sampling with

ltering these metho ds dene birth and death rules that dep end up on the density

of neighb oring p oints

All of these metho ds can give anisotropy The rst and second approaches structured

submeshes and advancing front oer lo cal control of element shap es and orientations These

Figure Delaunay triangulation of p oints placed by an advancing front T Barth

e

Figure a Delaunay triangulation b A reversed quadrilateral

approaches may space p oints improp erly where structured meshes or advancing fronts col

lide but this aw can usually b e corrected by ltering p oints and later smo othing the mesh

The third and fourth approaches trade direct control over element shap es for ease of tting

complicated geometries Nevertheless one can achieve anisotropy with these approaches by

computing the Delaunay triangulation within a stretched space For example

Bossen uses a background triangulation to dene lo cal ane transformations Delau

nay ips describ ed b elow are then made with resp ect to transformed circles Stretched

Delaunay triangulations have many more large angles than ordinary Delaunay triangula

tions but this should not p ose a problem unless the stretching exceeds the desired amount

Section

The triangulation phase uses the wellknown Delaunay triangulation The Delaunay

triangulation of a p oint set S fs s s g is dened by the empty circle condition a

1 2 n

triangle s s s app ears in the Delaunay triangulation DT S if and only if its circumcircle

i j k

encloses no other p oints of S See Figure a There is an exception for p oints in sp ecial

p osition if an empty circle passes through four or more p oints of S we may triangulate

these p ointscomplete the triangulationarbitrarily So dened DT S is a triangulation

of the convex hull of S For our purp oses however we can discard all triangles that fall

outside the original domain

There are a numb er of practical Delaunay triangulation algorithms We describ e

only one called the edge ipping algorithm b ecause it is most relevant to our subsequent

2

discussion Its worstcase running time of O n is sub optimal but it p erforms quite well

in practice The edge ipping algorithm starts from any triangulation of S and then lo cally

optimizes each edge Let e b e an internal nonconvexhull edge and Q b e the triangulated

e

quadrilateral formed by the triangles sharing e Quadrilateral Q is reversed if the two angles

e s4 s9

s10

s5 s7 s 2 s8 s1 s6

s3

Figure A sweepline algorithm for computing an initial triangulation

without the diagonal sum to more than or equivalently if each triangle circumcircle

contains the opp osite vertex as in Figure b If Q is reversed we ip it by exchanging

e

e for the other diagonal

compute an initial triangulation of S

place all internal edges onto a queue

while the queue is not empty do

remove the rst edge e

if quadrilateral Q is reversed then

e

ip it and add the outside edges of Q to the queue endif

e

endwhile

An initial triangulation can b e computed by a sweepline algorithm This algorithm adds

the p oints of S by xco ordinate order Up on each addition the algorithm walks around

the convex hull of the alreadyadded p oints starting from the rightmost previous p oint and

adding edges until the slop e reverses as shown in Figure The following theorem

guarantees the success of edge ipping a triangulation in which no quadrilateral is reversed

must b e a completion of the Delaunay triangulation

Constrained Delaunay triangulation

There is another way b esides conforming Delaunay triangulation to extend Delaunay tri

angulation to p olygonal domains The constrained Delaunay triangulation of a p ossibly

multiple domain do es not use Steiner p oints but instead redenes Delaunay triangula

tion in order to force the edges of into the triangulation

A p oint p is visible to a p oint q in if the op en line segment pq lies within and do es

not intersect any edges or vertices of The constrained Delaunay triangulation CDT

contains each triangle not cut by an edge of that has an an empty circumcircle where

empty now means that the circle do es not contain any vertices of visible to p oints inside

the triangle The visibility requirement means that external proximities where wraps

around to nearly touch itself have no eect Figure provides an example here vertex v

is not visible to any p oint in the interior of triangle abc

The edge ipping algorithm can b e generalized to compute the constrained Delaunay

triangulation only this time we do not allow edges of onto the queue Obtaining an

initial triangulation is somewhat more dicult for p olygonal domains than for p oint sets

The textb o ok by Preparata and Shamos describ es an O n log ntime algorithm for a

v

b

c

Figure The constrained Delaunay triangulation of a p olygon with holes

Figure A mesh computed by Rupp erts algorithm J Rupp ert

computing an initial triangulation This algorithm rst adds edges to to sub divide it into

easytotriangulate monotone faces

Rupp ert building on work of Chew gave a meshgeneration algorithm based

on constrained Delaunay triangulation Subsequently Mitchell sharp ened Rupp erts

analysis and Shewchuk further rened the algorithm and made an implemen

tation available on the Web Rupp erts algorithm computes the constrained Delaunay

triangulation at the outset and then adds Steiner p oints to improve the mesh thus uniting

the two phases of the approach describ ed in the last section In cho osing this approach the

user gives up some control over p oint placement but obtains a more ecient mesh with

fewer and rounder triangles

The rst step of Rupp erts mesh generator cuts o all vertices of the domain at which

the interior angle measures less than The cutting line at such a vertex v should not

intro duce a new small feature to it is b est to cut o an isosceles triangle whose base is

ab out halfway from v to its closest visible neighb or If v has degree greater than two as

might b e the case in a multiple domain then the bases of the isosceles triangles around v

should match up so that no isosceles triangle receives a Steiner p oint on one of its legs

Next the algorithm computes the constrained Delaunay triangulation of the mo died

domain The algorithm then go es through the lo op given b elow The last line of the

lo op repairs a constrained Delaunay triangulation after the addition of a new Steiner p oint

c To accomplish this step there is no need to recompute the entire triangulation The

removed old triangles are exactly those with circumcircles containing c which can b e found

by searching outwards from the triangle that contains c and the new triangles that replace

the removed triangles must all b e incident to the new vertex c

while there exists a triangle t with an angle smaller than do

let c b e the center of ts circumcircle

if c lies within the diameter semicircle of a b oundary edge e then

add the midp oint m of e

else add c endif

recompute the constrained Delaunay triangulation

endwhile

The lo op is guaranteed to halt with all angles larger than At this p oint the cut

o isosceles triangles are returned to the domain and the mesh is complete Rupp erts

algorithm comes with a strong theoretical guarantee all new angles that is angles not

present in the input are greater than and the total numb er of triangles in the mesh

is at most a constant times the minimum numb er of triangles in any such nosmal langle

mesh To prove this eciency result Rupp ert shows that each triangle in the nal mesh

is within a constant factor of the local feature size at its vertices The lo cal feature size at

p oint p is dened to b e the radius of the smallest circle centered at p that touches two

nonadjacent edges of the b oundary this is a spacing function intrinsic to the domain

Quadtrees

A quadtree mesh generator starts by enclosing the entire domain inside an

axisaligned square It splits this root square into four congruent squares and continues

splitting squares recursively until each minimalor leaf square intersects in a simple

way Further splits may b e dictated by a userdened spacing function or balance condition

Quadtree squares are then warp ed and cut to conform to the b oundary A nal triangulation

step gives an unstructured triangular mesh

We now describ e a particular quadtree mesh generator due to Bern Eppstein and

Gilb ert As rst presented the algorithm assumes that is a p olygon with holes

however the algorithm can b e extended to multiple and even to curved domains In fact

the quadtree approach handles curved domains more gracefully than the Delaunay and

constrained Delaunay approaches b ecause the splitting phase can automatically adapt to

the curvature of enclosed b oundary pieces

The algorithm of Bern et al splits squares until each leaf square contains at most one

connected comp onent of s b oundary with at most one vertex Mitchell and Vavasis

improved the splitting phase by cloning squares that intersect in more than one con

nected comp onent so that each copy contains only a single connected comp onent of The

algorithm then splits squares near vertices of two more times so that each vertex lies

within a buer zone of equal size squares

Next the mesh generator imp oses a balance condition no square should b e adjacent to

one less than onehalf its size This causes more splits to propagate across the quadtree

increasing the total numb er of leaf squares by a constant factor at most Squares are

Figure A mesh computed by a quadtreebased algorithm S Mitchell

then warped to conform to the domain Various warping rules work we give just one

p ossibility In the following pseudo co de jbj denotes the side length of square b

for each vertex v of do

let y b e the closest quadtree vertex to v

move y to v

endfor

for each leaf square b still crossed by an edge e do

move the vertices of b that are closer than jbj to e to their closest p oints on e

endfor

discard faces of the warp ed quadtree that lie outside

Finally the cells of the warp ed quadtree are triangulated so that all angles are b ounded

away from Figure gives a mesh computed by a variant of the quadtree algorithm This

gure shows that cloning ensures appropriate element sizes around holes and almost holes

Notice that a quadtreebased mesh exhibits preferred directionshorizontal and vertical If

this artifact p oses a problem mesh improvement steps can b e used to redistribute element

orientations The quadtree algorithm enjoys the same eciency guarantee as Rupp erts

algorithm In fact the quadtree algorithm was the rst to b e analyzed in this way

Mesh Renement and Derenement

Adaptive mesh renement places more grid p oints in areas where the PDE solution error

is large Lo cal error estimates based on an initial solution are known as a posteriori error

estimates and can b e used to determine which elements should b e rened For elliptic

problems these estimators asymptotically b ound the true error and can b e computed lo cally

using only the information on an element

One approach to mesh renement iteratively inserts extra vertices into the triangu

lation typically at edge bisectors or triangle circumcenters as in Section New vertices

along the b oundaries of curved domains should b e computed using the curved b oundary

Figure A triangle divided by a bisection and b regular renement

rather than the current straight edge thereby giving a truer approximation of the domain as

the mesh renes Iterative vertex insertion may b e viewed as a mesh improvement step

Section and indeed several generators have combined insertiondeletion

ipping and smo othing into a single lo op

Iterative vertex insertion gives a ner mesh but not a nesting or edge conforming re

nement of the original mesh meaning a mesh that includes the b oundaries of the original

triangles Nesting renements simplify the interp olation step in the multigrid metho d Sec

tion To compute such a renement we turn to another approach This approach splits

triangles in need of renement by adding the midp oints of sides The pseudo co de b elow

gives the overall approach

k

solve the dierential equation on the initial mesh T

0

estimate the error on each triangle

while the maximum error on a triangle is larger than the given tolerance do

based on error estimates mark a set of triangles S to rene

k

divide the triangles in S along with adjacent invalid triangles to get T

k k +1

solve the dierential equation on T

k +1

estimate the error on each triangle

k k

endwhile

There are a numb er of p opular alternatives for step in which the current mesh T is

k

adaptively rened In regular renement the midp oints of the sides of a marked

triangle are connected as in Figure b to form four similar triangles Unmarked triangles

that received two or three midp oints are split in the same way Unmarked triangles that

received only one midp oint are bisected by connecting the midp oint to the opp osite vertex

as in Figure a Before the next iteration of bisected triangles are glued back together

and then marked for renement this precaution guarantees that each triangle in T will

k +1

either b e similar to a triangle in T or b e the bisection of a triangle similar to a triangle

0

in T Thus regular renementregardless of the numb er of times through the renement

0

lo oppro duces a mesh with minimum angle at least half the minimum angle in T Hence

0

the angles in T are b ounded away from and

k +1

Rivara prop osed several alternatives for step based on triangle bisec

tion One metho d renes each marked triangle by cutting from the opp osite vertex to the

midp oint of the longest edge Neighb oring triangles are now invalid meaning that one

side contains an extra vertex these triangles are then bisected in the same way Bisections

Figure The bisection algorithm given in the pseudo co de splits invalid children of rened triangles

to their sub division p oints rather than to their longest edges

continue until there are no remaining invalid triangles Renement can propagate quite

far from marked triangles however propagation cannot fall into an innite lo op b ecause

along a propagation path each bisected edge is longer than its predecessor This approach

like the previous one pro duces only a nite numb er of dierent triangle shap essimilarity

classes and the minimum angle is again at least half the smallest angle in T Quite often

0

longestedge renement actually improves angles

A second Rivara renement metho d is given in the pseudo co de b elow and illustrated

in Figure This metho d do es not always bisect the longest edge so bisections tend

to propagate less yet the metho d retains the same nal angle b ound as the rst Rivara

metho d

i

Q S f Q denotes marked triangles to b e rened g

i k

R f R denotes children of rened triangles g

i

while Q R do

i i

bisect each triangle in Q across its longest edge

i

bisect each triangle in R across its sub divided edge

i

add all invalid children of Q triangles to R

i i+1

add all other invalid triangles to Q

i+1

i i

endwhile

We now discuss the reverse pro cess coarsening or derenement of a mesh This pro cess

helps reduce the total numb er of elements when tracking solutions to timevarying dier

ential equations Coarsening can also b e used to turn a single highly rened mesh into a

sequence of meshes for use in the multigrid metho d

Figure shows a sequence of meshes computed by a coarsening algorithm due to

OllivierGo o ch The algorithm marks a set of vertices to delete from the ne mesh elim

inates all marked vertices and then retriangulates the mesh The resulting mesh is node

conforming meaning that every vertex of the coarse mesh app ears in the ne mesh but

not edge conforming One diculty is that the shap es of the triangles degrade as the mesh

is coarsened due to increasing disparity b etween the interior and b oundary p oint densi

ties Meshes pro duced by renement metho ds are typically easier to coarsen than are less

hierarchical meshes such as Delaunay triangulations Teng Talmor and Miller have re

cently devised an algorithm using Delaunay triangulations of wellspaced p oint sets which

pro duces a sequence of b oundedasp ectratio no deconforming meshes of approximately

minimum depth

Figure A sequence of meshes used by the multigrid metho d for solving the linear systems arising

in mo deling airow over an airfoil C OllivierGo o ch

Mesh Improvement

The most common mesh improvement techniques are ipping and smo othing These tech

niques have proved to b e very p owerful in two dimensions and together they can transform

very p o or meshes into very go o d ones so long as the mesh starts with enough vertices

Flipping exchanges the diagonals of a triangulated quadrilateral as in the edge ipping

algorithm for computing Delaunay triangulation Section only the criterion for making

the exchange need not b e the Delaunay empty circle test Flipping can b e used to regularize

vertex degrees minimize the maximum angle or improve almost any other quality measure

of triangles For quality measures optimized by the Delaunay triangulation Section

ipping computes a true global optimum but for other criteria it computes only a lo cal

optimum

Mesh smo othing adjusts the lo cations of mesh vertices in order to improve element

shap es and overall mesh quality In mesh smo othing the top ology of the

mesh remains invariant thus preserving imp ortant features such as the nonzero pattern of

the linear system

Laplacian smo othing is the most commonly used smo othing technique This

metho d sweeps over the entire mesh several times rep eatedly moving each adjustable vertex

to the arithmetic average of the vertices adjacent to it Variations weight each adjacent

vertex by the total area of the elements around it or use the centroid of the incident

elements rather than the centroid of the neighb oring vertices Laplacian smo othing

is computationally inexp ensive and fairly eective but it do es not guarantee improvement

in element quality In fact Laplacian smo othing can even invert an element unless the

algorithm p erforms an explicit check b efore moving a vertex

Another class of smo othing algorithms uses optimization techniques to determine new

vertex lo cations Both global and lo cal optimizationbased smo othing oer guaranteed

mesh improvement and validity Global techniques simultaneously adjust all unconstrained

vertices such an approach involves an optimization problem as large as the numb er of

unconstrained vertices and consequently is computationally very exp ensive Lo cal

techniques adjust vertices one by oneor an indep endent set of vertices in parallel

resulting in a cost more comparable to Laplacian smo othing Many quality measures

including maximum angle and area divided by sum of squared edge lengths can b e optimized

by techniques related to linear programming

Figure shows the results of a lo cal optimizationbased smo othing algorithm develop ed

Figure a A mesh resulting from bisection renement without smo othing b The same mesh

after lo cal optimizationbased smo othing

by Freitag et al The algorithm was applied to a mesh generated adaptively during the

nite element solution of the linear elasticity equations on a twodimensional rectangular

domain with a hole The mesh on the left was generated using the bisection algorithm for

renement the edges from the coarse mesh are still evident after many levels of renement

The mesh on the right was generated by a similar algorithm only with vertex lo cations

optimized after each renement step Overall the global minimum angle has improved

from to and the average minimum element angle from to

Theoretical Questions

We have mentioned some theoretical resultsconforming Delaunay triangulation nosmall

angle triangulationin context In this section we describ e some other theoretical work

related to mesh generation

Optimal Triangulation

Computational geometers have studied a numb er of problems of the following form given

a planar p oint set or p olygonal domain nd a b est triangulation where b est is judged

according to some sp ecic quality measure such as maximum angle minimum angle max

imum edge length or total edge length If the input is a simple p olygon most optimal

3

triangulation problems are solvable by dynamic programming in time O n but if the

input is a p oint set p olygon with holes or multiple domain these problems b ecome much

harder

The Delaunay triangulationconstrained Delaunay triangulation in the case of p olygo

nal domainsoptimizes any quality measure that is improved by ipping a reversed quadri

lateral this statement follows from the theorem that a triangulation without reversed

quadrilaterals must b e Delaunay Thus Delaunay triangulation maximizes the minimum

angle along with optimizing a numb er of more esoteric quality measures such as maximum

circumcircle radius maximum enclosing circle radius and roughness of a piecewiselinear

interp olating surface b

Ear

e a

c

Figure Edge insertion retriangulates holes by removing suciently go o d ears Dotted lines

indicate the old triangulation

As mentioned in Section edge ipping can also b e used as a general optimization

heuristic For example edge ipping works reasonably well for minimizing the maximum

angle but it do es not in general nd a global optimum A more p owerful lo cal im

provement metho d called edge insertion exactly solves the minmax angle problem

as well as several other minmax optimization problems

Edge insertion starts from an arbitrary triangulation and rep eatedly inserts candidate

edges If minimizing the maximum angle is the goal the candidate edge e sub divides the

maximum angle in general the candidate edge is always incident to a worst vertex of

a worst triangle The algorithm then removes the edges that are crossed by e forming

two p olygonal holes alongside e Holes are retriangulated by rep eatedly removing ears

triangles with two sides on the b oundary as shown in Figure with maximum angle

smaller than the old worst angle cab If retriangulation runs to completion then the overall

triangulation improves and edge bc is eliminated as a future candidate If retriangulation

gets stuck then the overall triangulation is returned to its state b efore the insertion of e

and e is eliminated as a future candidate Each candidate insertion takes time O n giving

3

a total running time of O n

n

compute an initial triangulation with all edge slots unmarked

2

while an unmarked edge e cutting the worst vertex a of worst triangle abc do

add e and remove all edges crossed by e

try to retriangulate by removing ears b etter than abc

if retriangulation succeeds then mark bc

else mark e and undo es insertion endif

endwhile

Edge insertion can compute the minmax eccentricity triangulation or the minmax

3

slop e interp olating surface in time O n By inserting candidate edges in a certain

2

order and saving old partial triangulations the running time can b e improved to O n log n

for minmax angle and maxmin triangle height

We close with some results for two other optimization criteria maximum edge length

and total length Edelsbrunner and Tan showed that a triangulation of a p oint set

that minimizes the maximum edge length must contain the edges of a minimum spanning

tree The tree divides the input into simple p olygons which can b e lled in by dynamic

3 2

programming giving an O n time algorithm improvable to O n Whether a trian

gulation minimizing total edge lengthminimum weight triangulationcan b e solved in

p olynomial time is still op en The most promising approach incrementally computes a

set of edges that must app ear in the triangulation If the required edges form a connected

spanning graph then the triangulation can b e completed with dynamic programming as in

the minmax problem

Steiner Triangulation

The optimal triangulation problems just discussed have limited applicability to mesh gen

eration since they address only triangulation and not Steiner p oint placement Because

exact Steiner triangulation problems app ear to b e intractable typical theoretical results on

Steiner triangulation prove either an approximation b ound such as the guarantees provided

by the mesh generators in Sections and or an order of complexity b ound such as

3

Edelsbrunner and Tans O n algorithm for conforming Delaunay triangulation

The mesh generators in Sections and give constantfactor approximation algo

rithms for what we may call the nosmal langle problem triangulate a domain using a

minimum numb er of triangles such that all new angles are b ounded away from The

provable constants tend to quite largein the hundredsalthough the actual p erformance

seems to b e much b etter The numb er of triangles in a nosmallangle triangulation dep ends

on the geometry of the domain not just on the numb er of vertices n an upp er b ound is

given by the sum of the asp ect ratios of triangles in the constrained Delaunay triangulation

We can also consider the nolargeangle problem triangulate using a minimum num

b er of triangles such that all new angles are b ounded away from The strictest b ound

on large angles that do es not imply a b ound on small angles is nonobtuse triangulation

triangulate a domain such that the maximum angle measures at most Moreover

a nonobtuse mesh has some desirable numerical and geometric prop erties Bern

Mitchell and Rupp ert develop ed a circlebased algorithm for nonobtuse triangulation

of p olygons with holes this algorithm gives a triangulation with O n triangles regard

less of the domain geometry Figure shows the steps of this algorithm the domain is

packed with nonoverlapping disks until each uncovered region has either or sides radii

to tangencies are added in order to split the domain into small p olygons and nally small

p olygons are triangulated with right triangles without adding any new sub division p oints

It is currently unknown whether multiple domains admit p olynomialsize nonobtuse

triangulations Mitchell however gave an algorithm for triangulating multiple domains

2

using O n log n triangles with maximum angle Tan improved the maximum

2

angle b ound to and the complexity to the optimal O n

Hexahedral Meshes

Mesh generation in three dimensions is not as well develop ed as in two for a numb er

of reasons lack of standard data representations for threedimensional domains greater

software complexity andmost relevant to this articlesome theoretical diculties

This section and the next one survey approaches to threedimensional mesh generation

We have divided this material according to element shap e hexahedral or tetrahedral This

classication is not completely strict as many hexahedral mesh generators use triangular

prisms and tetrahedra in a pinch Careful implementations of numerical metho ds can handle

Figure Steps in circlebased nonobtuse triangulation

Figure A multiblo ck hexahedral mesh of a submarine showing a blo ck structure and b a

vertical slice through the mesh ICEM CFD

degenerate hexahedra such as prisms In this section we describ e three approaches

to hexahedral mesh generation that vary in their degree of structure and strictness

Multiblo ck Meshes

We start with the approach that pro duces meshes with the most structure and quite often

the highest quality elements A multiblock mesh contains a numb er of small structured

meshes that together form a large unstructured mesh Typically a user must supply the

top ology of the unstructured mesh but the rest of the pro cess is automated Figure shows

a multiblo ck mesh created by ICEM Hexa a system develop ed by ICEM CFD Engineering

In this system the user controls the placement of the blo ck corners and then the mesh

generator pro jects the implied blo ck edges onto domain curves and surfaces automatically

Due to the need for human interaction multiblo ck meshes are not well suited to adaptive

meshing nor to rapidly iterated design and simulation

Figure A twodimensional Cartesian mesh for a biplane wing W Coirier

Cartesian Meshes

We move on to a recently develop ed quick and dirty approach to hexahedral mesh gener

ation The Cartesian approach oers simple data structures explicit orthogonality of mesh

edges and robust and straightforward mesh generation The disadvantage of this approach

is that it uses nonhexahedral elements around the domain b oundary which then require

sp ecial handling

A Cartesian mesh is formed by cutting a rectangular b ox into eight congruent b oxes

each of which is split recursively until each minimal b ox intersects the domain in a simple

way or has reached some small target size This construction is essentially the same as an

o ctree describ ed in Section Requiring neighb oring b oxes to dier in size by at most a

factor of two ensures appropriate mesh grading

Boxes cut by the b oundary are classied into a numb er of patterns by determining

which of their vertices lie interior and exterior to Each pattern corresp onds to a dierent

typ e of nonhexahedral element Boxes adjacent to ones half their own size can similarly b e

classied as nonhexahedral elements or alternatively the solution value at their sub division

vertices can b e treated as implicit variables using Lagrange multipliers

Recent uid dynamics simulations have used Cartesian meshes quite successfully in b oth

nite element and nite volume formulations The approach can b e adapted

even to very dicult meshing problems For example Berger and Oliger and Berger

and Colella have develop ed adaptive Cartesianbased metho ds for rotational ows and

ows with strong sho cks

Unstructured Hexahedral Meshes

Hexahedral elements retain some advantages over tetrahedral elements even in unstruc

tured meshes Hexahedra t manmade ob jects well esp ecially ob jects pro duced by CAD

systems The edge directions in a b oxshap ed hexahedron often have physical signicance

for example hexahedra show a clear advantage over tetrahedra for a stress analysis of a

b eam The face normals of a b ox meet at the center of the element this prop erty can

b e used to dene control volumes for nite volume metho ds These advantages are not

inherent to hexahedra but rather are prop erties of b oxshap ed elements which degrade as

the element grows less rectangular Thus it will not suce to generate an unstructured

hexahedral mesh by transforming a tetrahedral mesh

Armstrong et al are currently developing an unstructured hexahedral mesh generator

based on the medial axis transform The medial axis of a domain is the lo cus of centers of

spheres that touch the b oundary in two or more faces This construction is closely related

to the Vorono diagram of the faces of the domain Srinivasan et al have previously

applied this construction to twodimensional unstructured mesh generation The medial

axis is a natural to ol for mesh generation as advancing fronts meet at the medial axis in

the limit of small equalsized elements By precomputing this lo cus a mesh generator can

more gracefully handle the junctures b etween sections of the mesh

Tautges and Mitchell are developing an allhexahedral mesh generation algorithm

called whisker weaving Whisker weaving is an advancing front approach that xes the

top ology of the mesh b efore the geometry It starts from a quadrilateral surface mesh

which can itself b e generated by an advancingfront generator within each face The

algorithm forms the planar dual of the surface mesh and then nds closed lo ops in the

planar dual around the surface of the p olyhedron Each lo op will represent the b oundary

of a layer of hexahedra in the eventual mesh A layer of hexahedra can b e represented by

its dual called a sheet which has one vertex p er hexahedron and edges b etween adjacent

hexahedra As the algorithm runs it lls in sheets from the b oundary inwards

This approach to hexahedral meshing raises an interesting theoretical question which

quadrilateral surface meshes can b e extended to hexahedral volume meshes Mitchell

and Thurston see also Eppstein answered this question in a top ological sense by

showing that any surface mesh on a simple p olyhedron with an even numb er of quadrilaterals

can b e extended to a formed by p ossibly curved top ological cub es The

geometric question remains op en

Tetrahedral Meshes

Tetrahedra have several imp ortant advantages over hexahedra unique linear interp olation

from vertices to interior greater exibility in tting complicated domains and ease of

renement and derenement In order to realize the last two of these advantages tetrahedral

meshes are almost always unstructured

Most of the approaches to unstructured triangular mesh generation that we surveyed

in Section can b e generalized to tetrahedral mesh generation but not without some new

diculties Before describing Delaunay advancing front and o ctree mesh generators we

3

discuss three theoretical obstacles to unstructured tetrahedral meshing ways in which IR

2

diers from IR

First not all p olyhedral domains can b e triangulated without Steiner p oints Fig

ure a gives an example of a nontetrahedralizable p olyhedron a twisted triangular

prism in which each rectangular face has b een triangulated so that it b ends in towards the

interior None of the top three vertices is visible through the interior to all three of the b ot

tom vertices hence no formed by the vertices of this p olyhedron can include the

b ottom face Chazelle gave a quantitative bad example shown in Figure b This

p olyhedron includes n gro oves that nearly meet at a doublyruled curved surface any

2 2

triangulation of this p olyhedron must include n Steiner p oints and n tetrahedra

Bad examples such as these app ear to rule out the p ossibility of generalizing constrained

Delaunay triangulation to three dimensions

Figure a Schonhardts twisted prism cannot b e tetrahedralized without Steiner p oints b

2

Chazelles p olyhedron requires n Steiner p oints

Needle Wedge

Spindle Cap

Sliver

Figure The ve typ es of bad tetrahedra

Second the very same domain may b e tetrahedralized with dierent numb ers of tetra

hedra For example a cub e can b e triangulated with either ve or six tetrahedra As

we shall see b elow the generalization of the edge ip to three dimensions exchanges two

tetrahedra for three or vice versa This variability do es not usually p ose a problem except

3

in the extreme cases For example n p oints in IR can have a Delaunay triangulation with

2

n tetrahedra even though some other triangulation will have only O n

Finally tetrahedra can b e p o orly shap ed in more ways than triangles In two dimensions

there are only two typ es of failure angles close to and angles close to and no failures

of the rst kind implies no failures of the second In three dimensions we can classify p o orly

shap ed tetrahedra according to b oth dihedral and solid angles There are then ve typ es

of bad tetrahedra as shown in Figure A need le p ermits arbitrarily small solid angles

but not large solid angles and neither large nor small dihedral angles A wedge p ermits

b oth small solid and dihedral angles but neither large solid nor large dihedral angles and

so forth Notice that a sliver or a cap can have all face angles b ounded away from b oth

and although the tetrahedron itself may have arbitrarily small solid angles and

interior volume An example is the sliver with vertex co ordinates

and where

Many measures of tetrahedron quality have b een prop osed most of which have

a maximum value for an equilateral tetrahedron and a minimum value for a degenerate

tetrahedron One suitable measure which forbids all ve typ es of bad tetrahedra is the

minimum solid angle A weaker measure which forbids all typ es except slivers is the ratio

of the minimum edge length to the radius of the circumsphere

Figure In three dimensions an edge ip exchanges three tetrahedra sharing an edge for two

tetrahedra sharing a triangle or vice versa

Delaunay triangulation

As in two dimensions p oint placement followed by Delaunay triangulation is a p opular

approach to mesh generation esp ecially in aero dynamics The same p oint placement meth

o ds work fairly well combining structured meshes advancing front and

random scattering with ltering As in two dimensions the placement phase must put

suciently many p oints on the domain b oundary to ensure that the Delaunay triangulation

will b e conforming Although the threedimensional conforming Delaunay triangulation

problem is not to o hard for most domains of practical interest we do not know of published

solutions

The rst two p oint placement metho ds suer from the same liability in three dimensions

as in two p oints may b e improp erly spaced at junctures b etween fronts or patches All

three metho ds suer from a new sort of problem even a well spaced p oint set may include

sliver tetrahedra in its Delaunay triangulation b ecause a sliver do es not have an unusually

large circumsphere compared to the lengths of its edges For this reason some Delaunay

mesh generators include a sp ecial p ostpro cessing step that nds and removes slivers

Chew p ersonal communication has recently devised an algorithm that removes slivers by

adding Steiner p oints at a random lo cation near their circumcenters

The triangulation phase of mesh generation also b ecomes somewhat more dicult in

three dimensions The generalization of edge ipping exchanges the two p ossible triangula

tions of ve p oints in convex p osition as shown in Figure We call a ip a Delaunay ip

if after the ip the triangulation of the ve p oints satises the empty sphere conditionno

circumsphere encloses a p oint In three dimensions it is no longer true that any tetrahe

dralization can b e transformed into the Delaunay triangulation by a sequence of Delaunay

ips and it is currently unknown whether any tetrahedralization can b e tranformed

into the Delaunay triangulation by arbitrary ips Nevertheless there are provably correct

incremental Delaunay triangulation algorithms based on edge ipping

There are other practical threedimensional Delaunay triangulation algorithms as well

Bowyer and Watson gave incremental algorithms with reasonable exp ectedcase

p erformance Barb er implemented a randomized algorithm in arbitrary dimension

This algorithm can b e used to compute Delaunay triangulations through a wellknown

d

reduction which lifts the Delaunay triangulation of p oints in IR to the convex hull

d+1

of p oints in IR

Advancing Front

We have already mentioned an advancing front approach to placing Steiner p oints for De

launay triangulation A pure advancing front mesh generator places the

elements themselves rather than just the Steiner p oints This approach gives more direct

control of element shap es esp ecially near the b oundary which is often a region of sp e

cial interest Advancing front generators seem to b e esp ecially p opular in aero dynamics

simulations

We describ e an advancing front algorithm of Lohner and Parikh as it contains

the essential ideas Desired element size and p erhaps stretching directions are dened

at the vertices of a coarse background tetrahedralization and interp olated to the rest of

the domain The background mesh can also b e dened by an o ctree the threedimensional

generalization of a quadtree To get started the b oundaries of the domain are triangulated

the initial front consists of the b oundary faces The algorithm then iteratively cho oses a

face of the front and builds a tetrahedron over that face The algorithm attempts to ll

in clefts left by the last layer of tetrahedra b efore starting the next layer within a layer

the algorithm cho oses small faces rst in order to minimize collisions The fourth vertex of

the tetrahedron will b e either an already existing vertex or a vertex sp ecially created for

the tetrahedron In the latter case the algorithm tries to cho ose a smart lo cation for the

new vertex for example the new vertex may b e placed along a normal to the base face

at a distance determined by asp ect ratios and length functions ultimately derived from the

background triangulation In either case cleft or new vertex the tetrahedron must b e

tested for collisions b efore nal acceptance

Figure shows the surface of a fairly isotropic tetrahedral mesh computed by an

advancing front mesh generator develop ed by ANSYS Inc This generator like the one

just describ ed places elements directly

Marcum and Weatherill have devised an algorithm somewhere b etween pure advanc

ing front and advancingfront p oint placement followed by Delaunay triangulation Their

algorithm starts with a coarse mesh and then uses advancing front to place additional

Steiner p oints simply sub dividing the coarse tetrahedra to maintain a triangulation This

mesh is then improved rst by Delaunay and then by minmaxsolidangle ips Other re

searchers agree that applying ips in this order is more eective than using either typ e of

ip alone

Octrees

An octree is the natural generalization of a quadtree An initial b ounding cub e is split into

eight congruent cub es each of which is split recursively until each minimal cub e intersects

the domain in a simple way As in two dimensions a balance condition ensures that

no cub e is next to one very much smaller than itself balancing an unbalanced quadtree

or o ctree expands the numb er of b oxes by a constant multiplicative factor The balance

condition need not b e explicit but rather it may b e a consequence of an intrinsic lo cal

spacing function

Shephard and his collab orators have develop ed several o ctreebased

mesh generators for p olyhedral domains Their original generator tetrahedralizes leaf

cub es using a collection of predened patterns To keep the numb er of patterns manageable

the generator makes the simplifying assumption that each cub e is cut by at most three facets

Figure The surface of a tetrahedral mesh computed by an advancing front generator ANSYS

Inc

Figure The surface of a tetrahedral mesh derived from an o ctree M Yerry and M Shephard

of the input p olyhedron Perucchio et al give a more sophisticated way to conform to

b oundaries Buratynski uses rectangular o ctrees and a hierarchical set of warping rules

The o ctree is rened so that each domain edge intersects b oxes of only one size Boxes are

warp ed to domain vertices then edges and nally faces

Mitchell and Vavasis generalized the quadtree mesh generator of Bern et al to

three dimensions The generalization is not straightforward primarily b ecause vertices of

p olyhedra may have very complicated lo cal neighb orho o ds This algorithm is guaranteed to

avoid all ve typ es of bad tetrahedra while pro ducing a mesh with only a constant times the

minimum numb er of tetrahedra in any such b oundedasp ectratio tetrahedralization So far

this is the only threedimensional mesh generation algorithm with such a strong theoretical

guaranty Vavasis has recently released a mo died version of the algorithm called

QMG for Quality Mesh Generator including a simple geometric mo deler and equation

solver to b o ot The mo died algorithm includes a more systematic set of warping rules in

particular the new warping metho d for an o ctree cub e cut by a single facet generalizes to

any xed dimension

Renement and Improvement

We discuss improvement b efore renement b ecause less is known on the sub ject As we

mentioned ab ove edge ipping generalizes to three dimensions and ipping rst by the

Delaunay empty sphere criterion and then by the minmax solid angle criterion seems to

b e fairly eective Laplacian smo othing also generalizes although exp erimental results

indicate that it is no longer as eective as in two dimensions Optimizationbased smo oth

ing app ears to b e more p owerful than simple Laplacian smo othing Freitag and

OllivierGo o ch recommend combining Delaunay ipping with smo othing for maxmin

dihedral angle or maxmin dihedralangle sine

We now move on to renement and discuss two dierent renement algorithms based

up on the natural generalization of bisection to three dimensions To bisect tetrahedron

v v v v across edge v v we add the triangle v v v where v is the midp oint of v v as

0 1 2 3 0 1 01 2 3 01 0 1

shown in Figure This op eration creates two child tetrahedra v v v v and v v v v

0 01 2 3 01 1 2 3

and bisects the faces v v v and v v v which unless they lie on the domain b oundary are

0 1 2 0 1 3

each shared with an adjacent tetrahedron Two tetrahedra that share a face must agree on

how it is to b e bisected otherwise an invalid mesh will b e constructed v v 3 3

v 2 v 2

v v v v 0 1

0 1 v 01

Figure The tetrahedron on the left is bisected to form two new tetrahedra

A single bisection of a tetrahedron can approximately square the minimum solid angle

unlike in two dimensions where the minimum angle of a triangle is decreased by no more

than a factor of two Consider the wedge tetrahedron with vertex co ordinates

and Bisection of the longest edge of this tetrahedron creates a

2

new tetrahedron with minimum solid angle ab out

Rivara and Levin suggested an extension of longestedge Rivara renement Sec

tion to three dimensions Notice that splitting the longest edge in a tetrahedron also

splits the longest edge on the two sub divided faces and thus the bisection of shared faces

is uniquely dened Ties can b e broken by vertex lab els Neighb oring invalid tetrahedra

meaning all those sharing the sub divided longest edge are rened recursively

Rivara and Levin provide exp erimental evidence suggesting that rep eated rounds of

longestedge renement cannot reduce the minimum solid angle b elow a xed threshold

but this guarantee has not b een proved The guarantee would follow if it could b e shown

that the algorithm generates only a nite numb er of tetrahedron similarity classes v 3 v 13 v 23 v 1

v 2 v 03 v v 01 02

v

0

Figure The rst three levels of longestedge bisection of the canonical tetrahedron Note that

the tetrahedra generated at each level are similar For the nal level of renement we show only the

four tetrahedra obtained from v v v v Four similar tetrahedra are obtained from v v v v

0 01 2 3 01 1 2 3

A bisection algorithm rst intro duced by Bansch do es indeed generate only a nite

numb er of similarity classes Before describing the algorithm we sketch the argument of

Liu and Jo e which motivates the algorithm The key observation is that there exists

an ane transformation that maps any tetrahedron to a canonical tetrahedron for which

longestedge bisection generates only a nite numb er of similarity classes Consider the

p

canonical tetrahedron t with co ordinates and In

c

Figure we illustrate the rst three levels of longestedge bisection of t v v v v It can

c 0 1 2 3

b e shown that all the tetrahedra generated at each level of renement are similar and that

the eight tetrahedra generated after three levels of renement are similar to t Renement

c

in the canonical space induces a renement in the original space with only a nite numb er of

dierent similarity classes A subtlety the similarity classes in the original space corresp ond

to homothets identical up to scaling and translation not similarity classes in the canonical

space Hence the numb er of similarity classes turns out to b e rather than

Bansch Liu and Jo e and Arnold et al give essentially equivalent

algorithms for generating the bisection order we follow Banschs presentation Each face

in each tetrahedron elects one of its edges to b e its renement edge so that two conditions

hold the choice for a face is consistent b etween the two tetrahedra that share it and

exactly one edge in each tetrahedonthe global renement edge is chosen by pairs of faces

of the tetrahedron These conditions hold initially if each face picks its longest edge and

ties are broken in any consistent manner for example by vertex or edge lab el order In the

pseudo co de b elow a child face is a triangle like v v v in Figure and a new face is one

01 2 1

like v v v

01 2 3

mark the renement edge of every face in the current mesh

let T b e the set of marked tetrahedra i

0

while T do

i

bisect each tetrahedron in T across its global renement edge

i

pick the old edge in each child face as its renement edge

pick the longest edge in each new face as its renement edge

i i

let T b e the set of invalid tetrahedra

i

enddo

Conclusions

We have describ ed the current state of the art in mesh generation for nite element meth

o ds Practical issues in mesh generation areroughly in order of imp ortancealgorithm

robustness t with underlying physics element quality and mesh eciency

Unstructured triangular and tetrahedral mesh generation already makes frequent use of

data structures and algorithms familiar in computational geometry We exp ect this trend

to continue We also exp ectand recommendcomputational geometers to fo cus some

attention on structured meshes and hexahedral meshes

We close with a short list of op en problems of b oth practical and theoretical interest It

is no coincidence that these problems fo cus on threedimensional mesh generation

3

Is the ip graph for a p oint set in IR connected In other words is it p ossible to

convert any triangulation of a p oint set even a p oint set in convex p osition into any

other using only ips Figure

Is there a smo othing algorithm guaranteed to remove slivers A sliver Figure is

the only typ e of bad tetrahedron with well spaced vertices and small circumspheres

3

Is there an algorithm for conforming Delaunay triangulation in IR In other words

place vertices on the b oundary of a p olyhedron so that the Delaunay triangulation

of all vertices original and new contains the p olyhedron

Is there an algorithm for unstructured tetrahedral mesh generation that guarantees

an Mmatrix for the nite element formulation of Poissons equation

Give an algorithm for computing the blo cks in a multiblo ck mesh Such an algo

2

rithm should give a small numb er of nicely shap ed blo cks quadrilaterals in IR and

3

hexahedra in IR

Can any quadrilateral surface mesh with an even numb er of quadrilaterals b e extended

to a hexahedral volume mesh

Ackonwledgements

We would like to thank Lori Freitag Paul Heckb ert Scott Mitchell Carl OllivierGo o ch

Jonathan Shewchuk and Steve Vavasis for help in preparing this survey

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