projY()
projection of a MESHFREE-entity by smooth, Shepard-type approximation
The projection of a
MESHFREE-entity is done by a smooth, least-squares approximation of Shepard-type. Depending on the given parameters, the projection is done from a different chamber, only for specific types of points, or with a specific kernel. The
MESHFREE-used least squares approximation naturaly fall back to the Shepard apprximation if order 1 is chosen. The explicit formulation is
\begin{align} \tilde{u}(\mathbf{x}) = \frac{ \sum \limits_{j}^{N(\mathbf{x})} W(\mathbf{x}_j,\mathbf{x}) \cdot u(\mathbf{x}_j)}{ \sum \limits_{j}^{N(\mathbf{x})} W(\mathbf{x}_j,\mathbf{x}) }\end{align}
with \( W(\mathbf{x}_j,\mathbf{x}) = \exp\left( -\alpha \frac{\|\mathbf{x}_j-\mathbf{x}\|^2}{h(\mathbf{x}_j)^2} \right)\), where \( \mathbf{x}_j\) are the neighbors and \( h(\mathbf{x}_j)\) the smoothing length.
The basic projection of the
MESHFREE-entity
%ind_Entity% (see
__Indices__) is invoked as:
[ ... projY(%ind_Entity%) ... ]
The values of an entity from a different chamber with chamber index
iChamber can be projected by:
[ ... projY(iChamber, %ind_Entity%, OPTIONAL: WhatPointsShouldBeUsed, OPTIONAL: alphaKernel ) ... ]
WhatPointsShouldBeUsed:
-
- %EQN_Proj_INT% (force the projection using only interior points)
- %EQN_Proj_BND% (force the projection using only boundary points)
- default: %EQN_Proj_ALL% (force the projection using all types of points, i.e. interior and boundary points)
alphaKernel: This option controls the weight function by setting the parameter \( \alpha\) (see above).
Note: Given a projection task in iChamber at the location \( \bf{x}\), then
MESHFREE will search for the closest neighbor point at location \( \bf{x}_i\) in iChamber. The neighbors for the projection task around \( \bf{x}\) are determined by the neighbor list of \( \bf{x}_i\). Thus, the choice of the parameter
NEIGHBOR_FilterMethod will have a big influence on the results of the projection. Please remember that
NEIGHBOR_FilterMethod > 1 prevents the neighbor search from "looking through" thin walls.