COMPUTATIONAL ASPECTS OF SPACE-MARCHIN G

Computational techniques and implementational issues of a general space-marching algorithm that can be used in conjunction with any explicit timestepping algorithm, works on arbitrary grids and can treat subsonic pockets are described. The techniques considered are: edge markings, point and edge renumbering, minimization of unnecessary work for the point-arrays, extrapolation of the solution for new active points, proper measures for convergence, the extension of these ideas to transient problems, and macro-blocking. Several examples are included that demonstrate the effectiveness of these techniques.