An algorithm for the point-location problem in 2D finite element meshes as a special case of plane straight-line graphs (PSLG) is presented. The element containing a given point P is determined combining a quadtree data structure to generate a quaternary search tree and a local search wave using adjacency information. The preprocessing construction of the search tree has a complexity ofO(n·log(n)) and requires only pointer swap operations. The query time to locate a start element for local search isO(log(n)) and the final point search by 'point-in-polygon' tests is independent of the total number of elements in the mesh and thus determined in constant time. Although the theoretical efficiency estimates are only given for quasi-uniform meshes, it is shown in numerical examples, that the algorithm performs equally well for meshes with extreme local refenement.
%0 Journal Article
%1 citeulike:14335804
%A Krause, R.
%A Rank, E.
%D 1996
%I Springer
%J Computing
%K 68u05-computer-graphics-computational-geometry 65n30-pdes-bvps-finite-elements 65d18-computer-graphics-computational-geometry 68p05-data-structures 68p10-searching-and-sorting 05c05-trees
%N 1
%P 49--62
%R 10.1007/bf02238357
%T A Fast Algorithm for Point-Location in a Finite Element Mesh
%U http://dx.doi.org/10.1007/bf02238357
%V 57
%X An algorithm for the point-location problem in 2D finite element meshes as a special case of plane straight-line graphs (PSLG) is presented. The element containing a given point P is determined combining a quadtree data structure to generate a quaternary search tree and a local search wave using adjacency information. The preprocessing construction of the search tree has a complexity ofO(n·log(n)) and requires only pointer swap operations. The query time to locate a start element for local search isO(log(n)) and the final point search by 'point-in-polygon' tests is independent of the total number of elements in the mesh and thus determined in constant time. Although the theoretical efficiency estimates are only given for quasi-uniform meshes, it is shown in numerical examples, that the algorithm performs equally well for meshes with extreme local refenement.
@article{citeulike:14335804,
abstract = {{An algorithm for the point-location problem in 2D finite element meshes as a special case of plane straight-line graphs (PSLG) is presented. The element containing a given point P is determined combining a quadtree data structure to generate a quaternary search tree and a local search wave using adjacency information. The preprocessing construction of the search tree has a complexity ofO(n·log(n)) and requires only pointer swap operations. The query time to locate a start element for local search isO(log(n)) and the final point search by 'point-in-polygon' tests is independent of the total number of elements in the mesh and thus determined in constant time. Although the theoretical efficiency estimates are only given for quasi-uniform meshes, it is shown in numerical examples, that the algorithm performs equally well for meshes with extreme local refenement.}},
added-at = {2017-06-29T07:13:07.000+0200},
author = {Krause, R. and Rank, E.},
biburl = {https://www.bibsonomy.org/bibtex/29cdd853df0ce9eb2d8c444720322999c/gdmcbain},
citeulike-article-id = {14335804},
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citeulike-linkout-0 = {http://dx.doi.org/10.1007/bf02238357},
citeulike-linkout-1 = {http://link.springer.com/article/10.1007/BF02238357},
doi = {10.1007/bf02238357},
file = {krause_96_fast.pdf},
interhash = {0557db87d928785b23c432fc8c9dd8c5},
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journal = {Computing},
keywords = {68u05-computer-graphics-computational-geometry 65n30-pdes-bvps-finite-elements 65d18-computer-graphics-computational-geometry 68p05-data-structures 68p10-searching-and-sorting 05c05-trees},
number = 1,
pages = {49--62},
posted-at = {2017-04-12 01:02:10},
priority = {2},
publisher = {Springer},
timestamp = {2022-10-10T01:31:39.000+0200},
title = {{A Fast Algorithm for Point-Location in a Finite Element Mesh}},
url = {http://dx.doi.org/10.1007/bf02238357},
volume = 57,
year = 1996
}