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Q-<strong>TRAN</strong>: A New Approach to Transform<br />

Triangular Meshes into Quadrilateral Meshes<br />

Locally<br />

Mohamed S. Ebeida 1 , Kaan Karamete 2 , Eric Mestreau 2 , and Saikat Dey 2<br />

1 Org. 1414, Applied Math and Applications, <strong>Sandia</strong> <strong>National</strong> Laboratories<br />

msebeid@sandia.gov<br />

2 Code 7130, Physical Acoustics Branch, Naval Research Laboratories<br />

karamete@pa.nrl.navy.mil , eric.mestreau.ctr@nrl.navy.mil,<br />

saikat.dey@nrl.navy.mil<br />

Summary. Q-Tran is a new indirect algorithm to transform triangular tessellation<br />

of bounded three-dimensional surfaces into all-quadrilateral meshes.<br />

The proposed method is simple, fast and produces quadrilaterals with provablygood<br />

quality and hence it does not require a smoothing post-processing step.<br />

The method is capable of identifying and recovering structured regions in<br />

the input tessellation. The number of generated quadrilaterals tends to be<br />

almost the same as the number of the triangles in the input tessellation. Q-<br />

Tran preserves the vertices of the input tessellation and hence the geometry<br />

is preserved even for highly curved surfaces. Several examples of Q-Tran are<br />

presented to demonstrate the efficiency of the proposed method.<br />

Keywords: Mesh generation, all-quadrilateral, indirect methods, curved surfaces.<br />

1 Introduction<br />

Automatic mesh generation is one of the main procedures in Finite Element<br />

Analysis (FEA) as well as many other fields. Hence, a robust automatic mesh<br />

generator becomes an indispensable tool in such applications. Nowadays, the<br />

generation of triangular meshes on 3D surfaces by either the Delaunay triangulation<br />

[1, 2, 3, 4] or the advancing front technique [5, 6, 7, 8] are considered<br />

matured. However, in many applications, quadrilaterals are preferable to triangular<br />

meshes due to their superior performance for various applications<br />

such as sheet metal forming and crash simulations. A smaller set of literature<br />

exists for quadrilateral meshing. In the last decade, different approaches have<br />

been proposed in the area of unstructured all-quadrilateral mesh generation.


2 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey<br />

Virtually, all existing quadrilateral meshing algorithms can be grouped into<br />

two main categories, namely, the direct and the indirect approaches.<br />

In the indirect methods, quadrilaterals are formed based on a triangular<br />

tessellation called a background mesh. The simplest approach under this category<br />

is to divide each triangular face into three quadrilaterals by inserting a<br />

vertex into at the center of each face as well as splitting all of its three edges.<br />

This method is fast, robust and preserves the angle bounds of the background<br />

mesh. However it triples the number of the faces of the input tessellation and<br />

introduce a large number of irregular vertices, which are usually not favored<br />

in many applications. An irregular vertex is an internal vertex with valence<br />

number other than four. An alternative method is to combine adjacent pairs<br />

of triangles to form a single quadrilateral [9, 10]. The drawback of this method<br />

that in order to generate a mesh with good quality, many triangular faces in<br />

the initial tessellation might be left in the output mesh. To minimize the number<br />

of these remaining triangles, several heuristic procedures suggested to control<br />

the order in which triangles are combined, and in some cases split during<br />

the conversion[11, 12, 13]. Velho proposed a local transformation method that<br />

utilizes clustering of triangular pairs and produce all-quadrilateral meshes[14].<br />

Owen et al. [15] developed an advancing front algorithm, Q-MORPH, based<br />

on a background mesh and the techniques used in the paving algorithm [16].<br />

Q-MORPH generates an all-quadrilateral mesh with well aligned rows of elements<br />

and a fewer number of irregular vertices. However, this method needs<br />

an initial front to start the quadrilateral conversion and the quality of the generated<br />

quadrilaterals depends heavily on that front. This might be a problem<br />

for applying Q-MORPH to closed 3D triangular tessellation that is not associated<br />

with sharp features. Miyazaki et al. proposed a method to generate a<br />

suitable initial front in these cases[17]. However, the Q-Morph transformation<br />

is still not local, since each triangular face cannot be transformed unless it becomes<br />

adjacent to the advancing front. Moreover, Q-Morph does not preserve<br />

the vertices of the input tessellation which may alter the associated geometry<br />

for a curved input surface.<br />

On the other hand, in the direct methods, quadrilaterals are directly created<br />

over the problem domain. These methods are generally classified into<br />

one of three main categories. The first depends on some form of domain decomposition<br />

[18, 19, 20]. The second is based on the advancing front method<br />

[21, 16, 22]. The third extracts a quadrilateral surface using a Cartesian grid<br />

[23] or packing of circles [24]. In general, direct methods are slower and less<br />

robust compared to indirect methods.<br />

The main objective of this study is to present a new indirect quadrilateral<br />

mesh generation scheme over 3D curved surface while preserving the vertices<br />

of the input triangular tessellation. The proposed method is partially similar<br />

to the technique proposed by Velho [14]; however, Q-Tran produces fewer<br />

quadrilaterals and fewer irregular vertices in general.


Q-<strong>TRAN</strong>: Transform Triangular Meshes into Quadrilateral Meshes 3<br />

2 Outline of the Q-Tran algorithm<br />

The Q-Tran algorithm is briefly outlined in the following steps:<br />

1. Initial edge classification: Each edge in the input triangular tessellation is<br />

classified as one of the following six types (see Figure 1)<br />

• A boundary edge, BE, is either an edge adjacent to a single triangular<br />

face or associated with a sharp feature or specified by the user.<br />

• An anisotropic diagonal edge, ADE, is a non-boundary edge adjacent<br />

to two triangular faces such that its length is greater than the length<br />

of the remaining four edges and at least one of the two triangle is<br />

anisotropic. A triangular face is considered anisotropic if its aspect<br />

ratio exceeds 3.0 otherwise it is considered to be isotropic.<br />

• An isotropic diagonal edge, IDE, is an edge that does not fall into any<br />

of the two categories mentioned above and adjacent to two isotropic<br />

triangular faces such that its length is greater than the length of the<br />

remaining four edges and none of these edges is a boundary edge.<br />

• A corner edge, CE, is an edge that does not fall into any of the three<br />

categories mentioned above and adjacent to two isotropic triangular<br />

faces with at least one of these two has two boundary edges.<br />

• A regular edge, RE, is any other edge that does not fall into any of the<br />

four categories mentioned above.<br />

• A special regular edge, SRE, is a regular edge with two adjacent triangles<br />

that has two aligned boundary edges.<br />

2. Reclassification of regular and corner edges:<br />

• A regular edge that shares a vertex with an anisotropic diagonal edge<br />

is reclassified as a boundary edge.<br />

• A special regular edge is reclassified as a boundary edge.<br />

• A corner edge is reclassified into an anisotropic diagonal edge if its two<br />

adjacent faces has four boundary edges.<br />

• A corner or a regular edge is reclassified into a boundary edge if it<br />

would result in violating the angle bounds of the input tessellation<br />

during the conversion process.<br />

3. Check for optimal solution: If the number of diagonal edges is half the<br />

number of the faces in the input tessellation, an optimal solution exists.<br />

Retrieve it by merging the two adjacent triangles to each diagonal edge<br />

into a single quad and exit, otherwise proceed to the next step.<br />

4. Creation of new vertices:<br />

• Create a vertex, edge vertex, at the center of non-regular edge.<br />

• Create a vertex, regular face vertex, at the center of each triangular<br />

face with three regular edges or with two boundary edges.<br />

• Create a vertex, boundary face vertex, at the center of each triangular<br />

face with three boundary edges.<br />

5. Quadrilateral formation:<br />

• For each boundary face vertex, generate three quadrilaterals by splitting<br />

the associated boundary face into three quadrilaterals.


4 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey<br />

• For each anisotropic diagonal edge, transform the adjacent two triangles<br />

into four quadrilaterals.<br />

• For each regular edge, generate a quadrilateral using the two vertices<br />

of that edge and the two created vertices in the adjacent faces.<br />

• For each corner edge generate the quadrilaterals as shown in Figure<br />

3(b).<br />

6. Topology clean-up:<br />

• Minimize the number of irregular vertices using face collapse of the<br />

quadrilaterals with two opposite tri-valence vertices that are created<br />

during the Q-Tran algorithm. Do not execute this step if the quality<br />

will deteriorate due this heuristic operation. This operation is illustrated<br />

in Figure 2.<br />

(a) ADE (b) ADE (c) IDE<br />

(d) CE<br />

(e) SRE<br />

Fig. 1. Classification of the edges of the input tessellation.<br />

3 Quality of the generated mesh<br />

In this section, we study the quality of the quadrilaterals generated during<br />

the Q-Tran algorithm in terms of preserving the angle bounds of the input<br />

tessellation. As mentioned in the previous section, there are six cases associated<br />

with the generation of the quadrilaterals within Q-Tran. The first three<br />

types, Group A, are illustrated in Figure 3(a). In these cases, the angle bounds<br />

of the input tessellation are preserved automatically. The proof is trivial and<br />

follows the simple fact:<br />

min(x, y) ≤ x + y ≤ max(x, y) (1)<br />

2<br />

where x and y in Equation 1 represents two adjacent angles in the triangular<br />

tessellation while x+y<br />

2<br />

represents the corresponding angle in the quadrilateral<br />

tessellation.


Q-<strong>TRAN</strong>: Transform Triangular Meshes into Quadrilateral Meshes 5<br />

(a) Input<br />

(b) Output<br />

Fig. 2. Topology clean-up using face collapse to reduce the number of irregular<br />

vertices. A quadrilateral face is collapsed converting two irregular vertices into a<br />

regular one. The triangular tessellation is shown using dotted lines in both figures.<br />

For the second group, the quality of the input tessellation is preserved<br />

by construction, where an edge from Group B would be reclassified into an<br />

edge from Group A if it causes a violation to the angle bounds of the input<br />

tessellation. However, we note that throughout the test problems that we have<br />

used in this paper we have never encountered this case. Further investigations<br />

are required to prove that this case can ever exists.<br />

4 Analysis of Q-Tran performance<br />

In order to test the performance of Q-Tran, we generated a sequence of triangular<br />

tessellations covering a planar hexagon. A triangular tessellation,<br />

M i , i = 2, 3, ..., 7, is obtained by isotropic refinement of the previous tessellation,<br />

M i−1 , where each triangular face is split into four triangular faces.<br />

Q-Tran is then utilized to convert each tessellation in this sequence into an<br />

all-quadrilateral mesh. Note that all the internal edges in any tessellation here<br />

are regular edges, which means that random Topology clean-up will be applied<br />

everywhere in the mesh at the end of the algorithm. This should represent<br />

a worst case scenario for Q-Tran with regard to the time of execution, given<br />

that the algorithm should have the same performance for planar and curved<br />

surfaces. The results of this test are summarized in Table 1. As we notice from<br />

these results, random clean-up operations might increase the relative number<br />

of the generated quadrilaterals in some cases to be as much as twice the number<br />

of the faces in the input tessellation. All of the tests performed in this<br />

section were performed using a 32-bit operating system and 2.0 GHz (T7250)<br />

processor with 2.0 GB of memory. Q-Tran was implemented in a generic function<br />

so the performance might vary based on the utilized datastructure.


6 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey<br />

(a) Group A<br />

(b) Group B<br />

Fig. 3. Quadrilateral formation in Q-Tran. The quality of the quadrilaterals generated<br />

in Group A is guaranteed automatically while the quality of the quadrilaterals<br />

generated in Group B is guaranteed by construction.<br />

Table 1. Performance of Q-Tran for the hexagon problem.<br />

Model Name Num T Num Q Num Q/Num T Time (seconds) Rate (Num T /min.)<br />

Hexagon-3 96 158 1.65 0.451 12,700<br />

Hexagon-4 384 668 1.74 0.486 47,407<br />

Hexagon-5 1,536 2,920 1.90 0.557 165,457<br />

Hexagon-6 6,144 11,856 1.93 1.359 271,258<br />

Hexagon-7 24,576 47,458 1.93 4.206 350,584<br />

Hexagon-8 98,304 104,976 1.07 13.219 446,194<br />

Hexagon-9 393,219 405,914 1.03 54.880 429,904<br />

The performance of Q-Tran is mainly affected by the relative number<br />

different edges categories in the input tessellation. For example, if all the edges<br />

are classified as boundary edges, then the number of the faces of the input<br />

tessellation will be quadrupled. On the contrary, if the number of diagonal<br />

edges in the mesh is half the number of the faces of the input tessellation,<br />

then the latter will be reduced by half in the output mesh. For most cases,<br />

where the relative ratio of internal to boundary edges is relatively large, Q-


Q-<strong>TRAN</strong>: Transform Triangular Meshes into Quadrilateral Meshes 7<br />

(a) (b) (c) (d)<br />

(e) (f) (g) (h)<br />

Fig. 4. The first four meshes in a sequence utilized to test the performance of Q-<br />

Tran. The upper figures show the triangular tessellation of a Hexagon while the<br />

lower figures show the corresponding quadrilateral meshes.<br />

Tran tends to almost preserve the number of the faces in the input tessellation.<br />

With regard to the required computational time, Q-Tran tends to be much<br />

faster as the number of diagonal edges relatively increase, since fewer clean-up<br />

operations would be required. As shown in the next section we have applied<br />

Q-Tran to a wide range of different types meshes. Some of these meshes have<br />

some structured patches with anisotropic faces, others are decomposed of<br />

highly curved surfaces with no boundary edges at all, ... etc. The performance<br />

of Q-Tran for these meshes is summarized in Table 2.<br />

Table 2. Performance of Q-Tran for various problems.<br />

Model Name Num T Num Q Num Q/Num T Time (seconds) Rate (Num T /min.)<br />

hook 1,014 1,212 1.20 3.350 18,161<br />

ref-plane 3,406 3,776 1.11 0.933 219,035<br />

siklone-1 29,428 31,749 1.08 6.809 259,315<br />

siklone-2 117,716 123,892 1.05 18.855 374,593<br />

siklone-3 470,864 487,156 1.03 70.674 399,748<br />

topology-1 35,000 41,993 1.20 7.244 289,895<br />

topology-2 140,0000 171,785 1.23 23.989 350,160<br />

vase-1 19,460 27,508 1.41 6.28 185,923<br />

vase-2 77,844 107,546 1.38 14.346 325,570<br />

vase-3 311,360 419,060 1.35 53.685 347,985<br />

tori-1 12,000 12,129 1.01 2.769 260,021<br />

tori-2 48,000 49,788 1.04 7.412 388,559<br />

tori-3 192,016 197,252 1.03 28.422 405,353


8 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey<br />

To have an overall average estimation of the Q-Tran performance, the results<br />

of all the test performed in this section are illustrated in Figure 5. These<br />

results shows that the number of the quadrilaterals in most cases tends to be<br />

almost the same as the number of the triangles in the input. This may increase<br />

in the worst cases to be as much as twice that number. On average, Q-Tran<br />

seems to convert a triangular tessellation into an all-quadrilaterals meshes at<br />

an average rate of 375,000 triangles per minute using a 2.0 GHz processor.<br />

Again, this is considered a rough estimation since we utilized a generic implementation<br />

These results might be further improved if a datastructure-specific<br />

implementation is to be utilized because Q-Tran depends to a large extent on<br />

the speed of adjacency queries.<br />

(a) Input<br />

(b) Output<br />

Fig. 5. Q-Tran performance. The relation between the number of the faces in the<br />

input and the output meshes is illustrated in the right figure while the execution<br />

time for the various test problems is illustrated in the left figure. The inclined line<br />

in each of the two figures is used as a reference.<br />

5 Example Problems<br />

Six examples, shown in Figures 6-11, demonstrates various features of the<br />

Q-Tran algorithm. The first example shown in Figure 6 demonstrates the capability<br />

of Q-Tran to handle highly curved surfaces with no boundary edges.<br />

This example illustrates the ability of Q-Tran to detect and preserve structured<br />

regions in the input tessellation. Figure 7, on the other hand, shows the<br />

quality of the quadrilaterals generated for a Cad model with non-manifold<br />

boundary edges. This example includes almost all the types of edge classifications<br />

within Q-Tran.<br />

The ability to handle a triangular mesh with some anisotropic faces is illustrated<br />

in Figures 8. As this figure show, the final quadrilateral mesh preserves<br />

the directionality of the stretched faces.


Q-<strong>TRAN</strong>: Transform Triangular Meshes into Quadrilateral Meshes 9<br />

Figures 9 and 10 show that the vertices distribution in the final quadrilateral<br />

mesh is almost the same as in the input tessellation. This is demonstrated<br />

using a highly curved surface as well as a simple planar surface with variable<br />

density distribution.<br />

The final example, in Figure 11, demonstrates that efficiency of recovering<br />

the structured regions from the input tessellation. As illustrated in that figure<br />

Q-Tran was capable of recovering all of the structured regions in this example<br />

leaving behind a very small number of irregular vertices.<br />

6 Conclusion<br />

The Q-Tran algorithm is an indirect quadrilateral meshing algorithm that<br />

utilizes edge classification to transform triangles into quadrilaterals locally. It<br />

generates an all-quadrilateral mesh with provably-good quality. The resulting<br />

quadrilaterals, in general, follow the boundaries of the domain. The Q-Tran<br />

algorithm is capable of detecting and recovering the structured regions in the<br />

input tessellation. It can handle isotropic and anisotropic cases with almost<br />

the same efficiency. Compared to the Q-Morph algorithm, Q-Tran can be implemented<br />

in parallel, preserves the vertices of the input tessellation and does<br />

not require an initial front. Moreover, the quality of the generated quadrilaterals<br />

is guaranteed, hence, no smoothing is required as a post processing<br />

step. Improvements include minimizing of the irregular vertices as well as<br />

controlling the directionality in the isotropic structured regions.<br />

Acknowledgments<br />

This research was performed under contract to US Naval Research Laboratory<br />

as part of the Computational Research and Engineering Acquisition Tools and<br />

Environments (CREATE) program of the DoD High Performance Computer<br />

Modernization Program. We would like to thank Dave Morris, and Frank Su<br />

for the “Topology” and the “Vase” models. These models are courtesy of 3dvia<br />

(http://www.3dvia.com). We would also like to thank Herbert Edelsbrunner,<br />

(http://www.cs.duke.edu/ ∼ edels/Tubes/), for the “Tori” model.


10 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey<br />

(a) Input: 35,000 triangles<br />

(b) Output: 41,993 quadrilaterals<br />

Fig. 6. Topology Model (execution time = 7.244 seconds)<br />

(a) Input: 1,014 triangles<br />

(b) Output: 1,212 quadrilaterals<br />

Fig. 7. Hook Model (execution time = 3.35 seconds)<br />

(a) Input: 19,460 triangles<br />

(b) Output: 27,508 quadrilaterals<br />

Fig. 8. Vase Model (execution time = 6.28 seconds)


Q-<strong>TRAN</strong>: Transform Triangular Meshes into Quadrilateral Meshes 11<br />

(a) Input: 29,428 triangles<br />

(b) Output: 31,749 quadrilaterals<br />

Fig. 9. Siklone Model (execution time = 6.809 seconds)<br />

(a) Input: 3,406 triangles<br />

(b) Output: 3,770 quadrilaterals<br />

Fig. 10. Refined-Plane Model (execution time = 0.933 seconds)<br />

(a) Input: 12,000 triangles<br />

(b) Output: 12,129 quadrilaterals<br />

Fig. 11. Tori Model (execution time = 2.769 seconds)


12 Mohamed S. Ebeida, Kaan Karamete, Eric Mestreau, and Saikat Dey<br />

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