SUMMARYThis paper discusses the extension of the paving algorithm for all quadrilateral mesh generation to arbitrary three-dimensional trimmed surfaces. Methods of calculating angles, projecting elements, and detecting collisions between paving boundaries, for general surfaces are presented. Extensions of the smoothing algorithms for three dimensions are set forth. Advances in the use of scalar sizing functions are presented. These functions can be used to better approximate internal mesh density from boundary densities and surface characteristics.
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