Oded, I summarized my current thoughts regarding the remeshing problem over 
here: 
https://groups.google.com/d/msg/dealii/tZK3R79j9d4/BW9WUrWVAAAJ



On Saturday, November 19, 2016 at 9:41:27 PM UTC-5, Oded Yaakobi wrote:
>
> Hi Tom,
>
>  
>
> I have seen your user group correspondence in the past week, and 
> considered whether to describe my experience with Mesquite. It wasn't good, 
> and I didn't want to discourage you, so I didn't comment about it. Anyway, 
> now that you have asked me, I will do it.
>
>  
>
> In my opinion, Mesquite's documentation is not good. As far as I could 
> understand from searching online, it was a small project, and most of its 
> developers are not working on it anymore. I don't think that they have any 
> user support. 
>
>  
>
> I had many problems with Mesquite's installation, and later on with its 
> use. It was hard to understand how to install it and how to use its 
> functions. For instance, one of the header files was missing, so I couldn't 
> use some of the functionality that I wanted.
>
>  
>
> I tried to use several of Mesquite's mesh smoothing algorithms, and as far 
> as I remember, only one of them run successfully.  Eventually, I abandoned 
> Mesquite. Instead of Mesquite, I began to use Cubit, which has built-in 
> into it some of the functionality of Mesquite, as well as many other 
> features. See:
>
> https://cubit.sandia.gov/
>
>  
>
> From my limited experience, Cubit has excellent documentation, trainings, 
> and its interface is friendly to the user. It is free and limited for US 
> government users, but has a similar (not free) product for academic and 
> commercial users called Trelis. See:
>
> http://www.csimsoft.com/
>
>  
>
> I would definitely recommend the use of Cubit/Trelis.
>
>  
>
> I will be happy to answer further questions, if you have any. 
>
>  
>
> Best,
>
> Oded
>
>  
>
> On Saturday, November 19, 2016 at 2:40:59 PM UTC-5, thomas stephens wrote:
>>
>> Oded,
>>
>> I am working on an evolving codimension-1 surface, representing 
>> deformations through the MappingQEulerian object, and running into what I 
>> presume is a similar problem as you have - tangential mesh distortion.
>>
>> How has your experience with Mesquite turned out?  Specifically, how has 
>> the support and documentation been in your opinion? And have you been 
>> satisfied with the results that have been returned from Mesquite's built in 
>> algorithms?
>>
>> I'm trying to gauge how much time would need to be invested in 
>> integrating this into my simulations, any thoughts would be appreciated.
>> Tom
>>
>>
>>
>>
>>
>> On Friday, May 6, 2016 at 5:08:05 PM UTC-4, Oded Yaakobi wrote:
>>>
>>> Hi Wolfgang,
>>>
>>> Thank you for your very quick reply.
>>>
>>> > That should be trivial. The vertex coordinates you can get via
>>> > Triangulation::get_vertices(). For the vertex indices in the quads 
>>> array, you
>>> > can just do
>>> >   std::vector<long> quads;
>>> >  for (cell=...)
>>> >     for (v=0..4)
>>> >       quads.push_back (cell->vertex_index(v));
>>>
>>> Doesn’t Triangulation::get_vertices() give the coordinates of the 
>>> original location of vertices and not their current displaced coordinates 
>>> as represented by MappingQEulerian? 
>>>
>>> Since my problem is 3D and I work with hexahedral elements (I would 
>>> state this fact in the creation of the ArrayMesh object that passes the 
>>> mesh into Mesquite), I guess that the vertex indices should be retrieved by 
>>> the following: 
>>>
>>>    std::vector<long> hexahedra;
>>>    for (cell=...)
>>>      for (v=0..7)
>>>       hexahedra.push_back (cell->vertex_index(v));
>>>
>>> Anyway, one has to be sure that the convention of vertices numbering 
>>> within each cell is the same in deal.ii and in Mesquite. If not, a minor 
>>> modification in the inner “for” loop has to be made. 
>>>
>>> Best,
>>> Oded
>>>
>>>
>>>>

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