GAmbit - Mesh Control

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

Mesh Control through Boundary Layers and Face Vertex Types

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

Face Vertex Type Basics


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All vertices that are connected to a face are assigned initial face vertex types based on default angle criteria between the edges connected to the vertex. Combination of vertex types describes the face shape. Face vertex types are used automatically to determine all quad face meshing schemes except the quad-pave scheme.
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The tri meshing scheme also does not use face vertex types.

Changing vertex types can help you create a structured mesh, control the mesh or help facilitate generating a hex mesh.
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For the majority of models, vertex types dont need to be changed.

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Vertex Type Characteristics


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End (E)
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E E E

0 < Default Angle < 120 zero internal grid lines 120 < Default Angle < 216 one internal grid line 216 < Default Angle < 309 two internal grid lines 309 < Default Angle < 360 three internal grid lines

Side (S)
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Corner (C)
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Reverse (R)
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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

Modifying Face Vertex Types


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Face Vertex Types can be changed from default setting:


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Automatically, by enforcing certain meshing schemes in face and volume meshing. n Can sometimes result in undesirable mesh. Manually, by direct modification in the Face Vertex Type form. n Select Face
s n n n

symbols appear in graphics window

Select New Vertex Type Select Vertices to be affected Vertex Types can be applied to just Boundary Layers as option.

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A vertex can have multiple Types; one per each associated face. For a given set of face vertex types, Gambit will choose which meshing scheme to use based on predefined formulas.
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Formula for Map Scheme


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Map Scheme: 4*End + N*Side


E S + E

E E

E E

Periodic Map Scheme: N*Side


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Project intervals can be specified for more mesh control.

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How to Make a Face Mappable


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By manually changing vertex types


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In Set Face Vertex Type form, change vertices (default) to Side (example) Open the Face Mesh form and pick the face n (GAMBIT should automatically select the map scheme) In Face Mesh form, change the scheme from default to Map and Apply n (GAMBIT will try to change the vertex types so the scheme is honored)
E S

Default
C E E C E S E S

By enforcing the Map scheme


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S E E

S E E

Map: 4*End + 4*Side

E E E
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default
E E E

Map: 4*End

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

Formula for Submap Scheme


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Submap Scheme: 4*End + L*Side + M*(End + Corner) + N*(2*End + Reverse)


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additional terms when interior loops exist


E E E E E E E E E E C S E E S E C C E C C C C E

Periodic Submap Scheme: N*Side + M*(End + Corner) where M >2


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additional terms when interior loops exist


C S
+ +S

E E

C C

C C

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

How to Make a Face Submappable


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By manually changing vertex types


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E E E E E E E E R E E E R E S

Consider which vertex should be changed to Side In Set Face Vertex Type form, change vertex (default type) to Side In Face Mesh form, change the scheme from default to Submap and Apply n (GAMBIT will try to change the vertex types so the scheme is honored) n User has less control - resulting mesh may be undesirable
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By enforcing the Submap scheme


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?
E

Submap: 4*End + Side + (2*End + Reverse)


E E R E E E
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default

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

Tri-Primitive Scheme
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Tri-Primitive Scheme: 3*End + N*Side

E S E E

To mesh a face with the tri-primitive scheme:


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Manually, change one of the vertex types to Side in this example The Tri Primitive scheme can not be enforced
E E E S

default

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

Meshing Faces with Quad and Tri Pave Schemes


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Quad:Pave Scheme
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All vertex types of the face are ignored The sum of all elements on the edges of the face must be even. n Mesh inner faces first if possible to prevent from locking into odd number intervals on boundaries. No guarantee of a symmetric mesh on a symmetric geometry No even number restriction Use boundary layers for better mesh near boundaries

Tri:Pave Scheme
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Use sizing function and edge mesh grading for controlling cell size distribution.
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Edge mesh grading alone results in poor quality mesh.


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Meshing Faces with Hybrid Quad/Tri Schemes


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Quad/Tri: Tri-Map formula: 2*Triangle


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The face vertex types need to be manually changed to Triangle (T) and the Tri-Map scheme must be selected. All vertex types are ignored except Trielement (T) and Notrielement (N) Trielement (T) will enforce a triangle Notrielement (N) will avoid a triangle Used for creating cylindrical/polar type meshes The Vertex marked (T) is where rectangular elements are collapsed into triangles

Quad/Tri: Pave
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Quad/Tri: Wedge
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E T E

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How to Make a Volume Mappable


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Three options to map a volume:


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Enforce the map Manually change the vertex types on all faces so they are mappable Enforce the map on the faces
E map the faces E

Example:

E E

E enforce the map

E default

S manually change the vertex types E

E E E E
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Map

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Introductory GAMBIT Notes GAMBIT v2.0 Jan 2002

How to Make a Volume Submappable


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Three options to submap a volume:


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Enforce the submap Manually change the vertex types on all faces so they are mappable and/or submappable Enforce the submap on the faces

Example: manually change the vertex types E E S C S E E E E C E S E E

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How to Make a Volume Cooperable


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Three options to cooper a volume:


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Manually change the vertex types on the side faces so they are mappable and/or submappable Pick the source faces Enforce the map or submap on the side faces

Example: manually change the vertex types S S S E S E E


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E C E

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Boundary Layers
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Boundary layers are layers of elements growing out from a boundary into the domain.
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Produces high quality cells near boundary. Allows resolution of flow field effects with fewer cells than would be required without them. edges for 2D problems faces for 3D problems n complicated 3D shapes may require boundary layer attachments to edges.

In general, boundary layers are attached to:


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Create Boundary Layers


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Create Boundary Layer Form


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Show Option: toggles display of temp. boundary layer n Useful for complicated models B.L. can be defined using Uniform or Aspect Ratio based algorithm Definition Inputs (3 of 4 inputs required) n First row: height of first row of elements (a)
s n n n

(or starting aspect ratio)

Growth factor: factor for geometric series (b/a) Rows: total number of element rows Depth: total height of boundary layer (D)
(or ending aspect ratio) Internal continuity and Wedge corner shape
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Transition Pattern n Reduces number of elements in flow direction. n Not to be used with tets; watch for highly skewed cells.
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Attachment
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General
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Attach to: n Edges for 2d problems n Faces for 3d problems Arrows point to center of associated face or volume. Boundary layers are initially displayed in orange to indicate that it is temporary. Temporary boundary layers update immediately with change in definition. Boundary layer becomes permanent E (displayed as white) upon Apply. E Boundary layer mesh in region near vertices is defined by vertex type. n End: mesh overlaps n Side: angle bisected n Corner: angle divided into thirds n Reverse: angle divided into fourths.
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Edges
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E E

E S E

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Boundary Layers and End Vertex Type


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BL mesh butts up against adjoining edge BL mesh uses adjoining edges mesh if preexisting If BL is attached to adjoining edge on a face, a block of overlap elements is created where the two BL meshes meet
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Wedge Corner Shape


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At corner or reversal vertices, wedge corner shape option is applicable.


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ON Wedge shape OFF Block shape

ON

OFF

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Attachment to Faces
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A boundary layer attached to a face may imprint the adjoining faces.


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The imprint is displayed graphically on adjoining faces. Imprinting will depend upon b.l. attachments of adjoining faces and state of internal continuity. Attaching boundary layer to face: n Gambit checks angle bounded by attachment and adjoining faces. n Will imprint (become visible) the adjoining faces if angle is less than default angle (135o). n Will not imprint adjoining faces if angle is larger than default.
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If adjoining faces do not have b.l. attachmentsl

b.l. is still created but may not impact mesh.

If adjoining faces have b.l. attachmentsl

Imprinting and overlap region depends upon state of internal continuity.

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Internal Continuity
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Internal Continuity
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Internal Continuity ON

Allows boundary layers to be formed with no crossover regions (vertices become sides) Must be ON for tet/hybrid meshing

Prism Growth in Boundary Layer Internal Continuity OFF

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