SearcharxivSearch

arXiv · 2307.14007

An Angular Transformation of Triangles

Abstract

Triangles are everywhere in the virtual world. The surface of nearly every graphical object is saved as a triangular mesh on a computer. Light effects and movements of virtual objects are computed on the basis of triangulations. Besides computer graphics, triangulated surfaces are used for the simulations of physical processes, like heating or cooling of objects or deformations. The numerical method for these simulations is often the finite element method, whose accuracy depends on the quality of the triangulation. The quality of a triangle is generally determined by computing its proximity to an equilateral triangle. Namely, the triangle's inner angles should neither be too small nor too big in order to obtain reliable numerical results. Therefore, one often improves the mesh quality before any simulation. The fact that we require triangulations for accurate simulations is the main motivation for our occupation with triangle transformations. We need a triangulation method that transforms each triangle into a more regular one. However, the transformation should not regularize a particular triangle too fast as this may inhibit that the regularity a neighboring triangles can achieve. At the same time, we would like to prove the efficacy of the transformation. a property often missed by the heuristic procedures used in practice. Besides the practical motivation, the transformation itself exhibits interesting properties which can nicely be proved by basic mathematics.

Explore related subjects

Keep this discovery

BibTeXRIS

Dimitris Vartziotis, Doris Bohnet. 2023-07-26. An Angular Transformation of Triangles. https://arxiv.org/abs/2307.14007

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Perspectives on the unit distance problem

This is a survey on an old open problem in combinatorics called the unit distance problem, and the field of mathematics around it, called incidence geometry. What do we know about the problem? Why is it difficult? How does it connect with other parts of math?

math.HO

A Categorical Approach to Euclidean Ratios and Proportions

A categorial approach to the non-metric geometry in Books V and VI of Euclid's \textit{Elements} is presented. Specifically, we introduce a diagrammatic syntax that can be overlaid immediately on his diagrams, thus bridging intuitive presentation with fidelity to Euclid's arguments. This syntax makes complicated definitions like V.5, and indeed the arguments throughout books V and VI, including arguments about similar figures, intuitively clear. We show in an appendix that this syntax can be used to solve a puzzle regarding ancient mathematics. Finally, we offer evidence that this approach to Euclidean diagrams is rooted in the Aristotelian tradition itself, and that a similar syntax was utilized, in antiquity, for related questions of numeric and proportions. Thus the syntax is plausibly faithful to Euclid's own thought-world, and not an outside-imposition.

math.HO

Some Early Results by Tutte Regarding the Cycle Double Cover Conjecture in 1948

OpenAI recently announced a proof of the Cycle Double Cover (CDC) Conjecture. Most media reports have characterized it as a 50-year-old open problem. In reality, according to a 1987 letter from Tutte to Fleischner, the Cycle Double Cover Problem has been open for at least 80 years. Two early results regarding the CDC conjecture were established in one of Tutte's 1949 publications.

math.HO