Diamond Hierarchies of Arbitrary Dimension

Nested simplicial meshes generated by the simplicial bisection decomposition proposed by Maubach [ Mau95 ] have been widely used in 2D and 3D as multi‐resolution models of terrains and three‐dimensional scalar fields, They are an alternative to octree representation since they allow generating crack‐free representations of the underlying field. On the other hand, this method generates conforming meshes only when all simplices sharing the bisection edge are subdivided concurrently. Thus, efficient representations have been proposed in 2D and 3D based on a clustering of the simplices sharing a common longest edge in what is called a diamond. These representations exploit the regularity of the vertex distribution and the diamond structure to yield an implicit encoding of the hierarchical and geometric relationships among the triangles and tetrahedra, respectively. Here, we analyze properties of d‐dimensional diamonds to better understand the hierarchical and geometric relationships among the simplices generated by Maubach's bisection scheme and derive closed‐form equations for the number of vertices, simplices, parents and children of each type of diamond. We exploit these properties to yield an implicit pointerless representation for d‐dimensional diamonds and reduce the number of required neighbor‐finding accesses from O(d!) to O(d).

[1]  M. Rivara,et al.  A 3-D refinement algorithm suitable for adaptive and multi-grid techniques , 1992 .

[2]  John Anderson,et al.  Exploring Coupled Atmosphere-Ocean Models Using Vis5D , 1996, Int. J. High Perform. Comput. Appl..

[3]  Gabriel Taubin,et al.  Estimating the in/out function of a surface represented by points , 2003, SM '03.

[4]  Valerio Pascucci,et al.  Slow Growing Subdivision (SGS) in Any Dimension: Towards Removing the Curse of Dimensionality , 2002, Comput. Graph. Forum.

[5]  David C. Banks,et al.  Complex-valued contour meshing , 1996, Proceedings of Seventh Annual IEEE Visualization '96.

[6]  Valerio Pascucci,et al.  Interactive view-dependent rendering of large isosurfaces , 2002, IEEE Visualization, 2002. VIS 2002..

[7]  Jürgen Bey,et al.  Simplicial grid refinement: on Freudenthal's algorithm and the optimal number of congruence classes , 2000, Numerische Mathematik.

[8]  William F. Mitchell,et al.  Optimal Multilevel Iterative Methods for Adaptive Grids , 1992, SIAM J. Sci. Comput..

[9]  Valerio Pascucci,et al.  Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization , 2002, IEEE Trans. Vis. Comput. Graph..

[10]  Bernd Hamann,et al.  Wavelet-based multiresolution with n-th-root-of-2 Subdivision , 2004 .

[11]  David G. Kirkpatrick,et al.  Right-Triangulated Irregular Networks , 2001, Algorithmica.

[12]  Harold W. Kuhn,et al.  Some Combinatorial Lemmas in Topology , 1960, IBM J. Res. Dev..

[13]  Yasufumi Takama,et al.  Parallel volume segmentation with tetrahedral adaptive grid , 2004, Proceedings of the 17th International Conference on Pattern Recognition, 2004. ICPR 2004..

[14]  C. Rourke,et al.  Introduction to Piecewise-Linear Topology , 1972 .

[15]  Hanan Samet,et al.  Constant-time navigation in four-dimensional nested simplicial meshes , 2004, Proceedings Shape Modeling Applications, 2004..

[16]  Delma J. Hebert Symbolic Local Refinement of Tetrahedral Grids , 1994, J. Symb. Comput..

[17]  Joseph M. Maubach,et al.  Local bisection refinement for $n$-simplicial grids generated by reflection , 2017 .

[18]  David M. Mount,et al.  Pointerless Implementation of Hierarchical Simplicial Meshes and Efficient Neighbor Finding in Arbitrary Dimensions , 2007, Int. J. Comput. Geom. Appl..

[19]  H. Freudenthal Simplizialzerlegungen von Beschrankter Flachheit , 1942 .

[20]  W. B. R. Lickorish Simplicial moves on complexes and manifolds , 1999 .

[21]  Leila De Floriani,et al.  Multiresolution Interval Volume Meshes , 2008, VG/PBG@SIGGRAPH.

[22]  Joseph M. Maubach,et al.  The Efficient Location of Neighbors for Locally Refined n-Simplicial Grids , 2006 .

[23]  Kenneth I. Joy,et al.  Real-time optimal adaptation for planetary geometry and texture: 4-8 tile hierarchies , 2005, IEEE Transactions on Visualization and Computer Graphics.