Published online by Cambridge University Press: aN Invalid Date NaN
With this chapter, the technical part of immersed boundary methods is initiated. Here it is explained how to define in the most convenient way a complex geometry object and how, after having immersed it in a computational grid, it is possible to determine the position (tagging) of the Eulerian nodes with respect to the boundary of the body.
Several computational geometry theorems are used to design an efficient computational algorithm which makes possible the tagging step within limited CPU time even when the computational grid contains tens of millions of nodes and the immersed object is described by hundreds of thousands of elements. This efficiency is key in problems involving moving bodies, deformable objects or fluid-structure interaction problems.
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