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Timeline for Project map to a particular shape

Current License: CC BY-SA 4.0

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Jan 30 at 12:57 history edited Henrik Schumacher CC BY-SA 4.0
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Jan 27 at 4:21 vote accept Tyler Durden
Jan 26 at 12:11 comment added Henrik Schumacher Well, I have seen that. But unfortunately there are 100 other tasks without bounties but that are more pressing. =/
Jan 26 at 3:30 comment added yode @HenrikSchumacher How do I revert one of these mappings? I have 100 bounties waiting for you. :)
Jan 26 at 2:27 comment added Henrik Schumacher @yode Huh, this is so long ago... Simply discretize each domain and use the code above to find a conformal map from the discrete domains to the disk. You then only have to invert one of the resulting maps...
Jan 26 at 2:24 history edited Henrik Schumacher CC BY-SA 4.0
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Jan 20 at 15:01 comment added yode Can you help me look at this post? I am willing to discretize the arc into many polygons.
Jul 16, 2018 at 7:00 comment added Henrik Schumacher @user21 Thank you so much! These tiny give-aways are actually really rewarding. The thing with the normal in the second equation was indeed bugging me for quite some time. Suggestions to simplify that are welcome.
Jul 16, 2018 at 6:58 history edited Henrik Schumacher CC BY-SA 4.0
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Jul 16, 2018 at 6:44 comment added user21 You can also use something like: g = GraphicsRow[{Graphics[{Texture[tex], ElementMeshToGraphicsComplex[R, VertexTextureCoordinates -> texcoords]}], Graphics[{Texture[tex], ElementMeshToGraphicsComplex[R, VertexTextureCoordinates -> texcoords, "CoordinateConversion" -> (f[Sequence @@ ##] & /@ # &)]}]}, ImageSize -> Full]
Jul 16, 2018 at 6:33 comment added user21 Nice use of the low level FEM functions. You might be interested in bndvertices === dbc["DirichletRows"] and normalprojections === MapThreadDot[ R["BoundaryNormals"][[1]], (gradu @@@ (0.5 (p[[i]] + p[[j]]))).(-J)]. The first part can be done in NDSolve directly, I'd need think about a way to compute the normal for the second part to be done in NDSolve.
Jul 15, 2018 at 17:34 history edited Henrik Schumacher CC BY-SA 4.0
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Jul 15, 2018 at 17:33 comment added Henrik Schumacher Thanks Joseph, I really appreciate that!
Jul 15, 2018 at 17:32 comment added Joseph O'Rourke Impressive final images!
Jul 15, 2018 at 15:58 history edited Henrik Schumacher CC BY-SA 4.0
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Jul 15, 2018 at 15:42 history edited Henrik Schumacher CC BY-SA 4.0
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Jul 15, 2018 at 14:52 comment added joojaa small steps at a time ;)
Jul 15, 2018 at 14:34 comment added Henrik Schumacher @joojaa I just wanted to brag around with my classical education ;) Indeed, these things are standard tasks in the domain of texture mapping -- which does not mean that they were easy. The art is to guarantee that there are no flipped triangles. There is much more to it than it would fit into a single post.
Jul 15, 2018 at 14:31 comment added joojaa This is close to how i pelting uv maps was done in 3D in the past. Triangulate the mesh then make every edge a spring with rest length at starting length, then force the boundaries to the shape you want (circle) then let the spring dynamics handle the interiors
Jul 15, 2018 at 13:52 history edited Henrik Schumacher CC BY-SA 4.0
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Jul 15, 2018 at 13:43 history answered Henrik Schumacher CC BY-SA 4.0