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13 results for “kevinmoerman”

  1. @kevinmoerman, I have read Mehrabadi and Cowin's paper before but this is my first time reading Helbig's.

    I think that I get the idea that only 6 parameters are "material parameters". But then... what should we call the other parameters that "describe" de tensor?

  2. Working on nested triply periodic lattices. Here a Gyroid levelset image is created and two interwoven/complementary surfaces are obtained by constructing isosurfaces for the same positive (white) or negative level (red). In the animation the levelset level is adjusted so the surfaces "shrink away" from each other.

    More on Gyroids: en.wikipedia.org/wiki/Gyroid)

    Coming soon to

  3. Playing with of an "expansion mesh" like structure. The geometry, mesh and boundary condition creation, as well as the FEA analysis, all occur automatically.

    This simulation is still elastic, next step is to add plasticity.

  4. Working on extruding or "thickening" meshes from surface elements to layers of solid elements. Here the test mesh features quads (left) which are thickened to produce hexahedral elements (right).

    This is especially handy when one wants a high quality structured mesh of a thin structure. For instance meshing of blood vessel like structures.

  5. Went with another classic, the dragon statue.

    This shows triangulated surface remeshing using a (very basic) wrapper for @BrunoLevy01 et al.'s fantastic Geogram library (github.com/BrunoLevy/geogram).

  6. Coming soon to : constrained triangulations. Which I decided needs parameterized curves too for testing purposes 🦇

  7. Interesting paper by @jedbrown et al.

    doi.org/10.48550/arXiv.2401.13

    For computational mechanics/physics, if you code by just punching in the equations from the textbooks directly, the physics should work, but computationally the way you evaluate the quantities may be unstable. This paper lists some recipes to avoid these.

    Mostly small strain problem, but still feels icky to leave in.

    @mofem @likask @koehlerson

  8. Added textured OBJ model import to GIBBON. The OBJ import supports mixed faces (e.g. tri+quads).
    The demo video shows coupled refinement of both the geometry and texture data for an imported model.

    Also useful for resampling digital image correlation data on 3D surfaces.

  9. Checking out "Taubin" smoothing. Looks great for smoothing voxel derived meshes. Video shows voxel mesh (red) of a femur and the Taubin smoothed surface retrieved (white).

    One of Taubin's papers: doi.org/10.1109/ICCV.1995.4668

    GIBBON implementation: gibboncode.org/html/HELP_smoot