Timeline for Project map to a particular shape
Current License: CC BY-SA 4.0
21 events
when toggle format | what | by | license | comment | |
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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]
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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 .
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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 |