We present a solver for the 2D high-frequency Helmholtz equation in heterogeneous acoustic media, with online parallel complexity that scales optimally as @math , where @math is the number of volume unknowns, and @math is the number of processors, as long as @math grows at most like a small fractional power of @math . The solver decomposes the domain into layers, and uses transmission conditions in boundary integral form to explicitly define "polarized traces", i.e., up- and down-going waves sampled at interfaces. Local direct solvers are used in each layer to precompute traces of local Green's functions in an embarrassingly parallel way (the offline part), and incomplete Green's formulas are used to propagate interface data in a sweeping fashion, as a preconditioner inside a GMRES loop (the online part). Adaptive low-rank partitioning of the integral kernels is used to speed up their application to interface data. The method uses second-order finite differences. The complexity scalings are empirical but motivated by an analysis of ranks of off-diagonal blocks of oscillatory integrals. They continue to hold in the context of standard geophysical community models such as BP and Marmousi 2, where convergence occurs in 5 to 10 GMRES iterations.
proposed a large-subdomain sweeping method, based on an approximate Green's function by geometric optics and the butterfly algorithm, which can handle transmitted waves in very favorable complexity @cite_49 ; and a variant of this approach that can handle caustics in the geometric optics ansatz @cite_22 ;
@cite_22 @cite_49
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In some applications, it is reasonable to assume that geodesics (rays) have a consistent orientation so that the Helmholtz equation may be viewed as an evolution equation in one of the spatial directions. With such applications in mind, we propose a new Eulerian computational geometrical-optics method, dubbed the fast Huygens sweeping method, for computing Green functions of Helmholtz equations in inhomogeneous media in the high-frequency regime and in the presence of caustics. The first novelty of the new method is that the Huygens–Kirchhoff secondary source principle is used to integrate many locally valid asymptotic solutions to yield a globally valid asymptotic solution so that caustics associated with the usual geometrical-optics ansatz can be treated automatically. The second novelty is that a butterfly algorithm is adapted to carry out the matrix–vector products induced by the Huygens–Kirchhoff integration in O(NlogN) operations, where N is the total number of mesh points, and the proportionality constant depends on the desired accuracy and is independent of the frequency parameter. To reduce the storage of the resulting traveltime and amplitude tables, we compress each table into a linear combination of tensor-product based multivariate Chebyshev polynomials so that the information of each table is encoded into a small number of Chebyshev coefficients. The new method enjoys the following desired features: (1) it precomputes a set of local traveltime and amplitude tables; (2) it automatically takes care of caustics; (3) it constructs Green functions of the Helmholtz equation for arbitrary frequencies and for many point sources; (4) for a specified number of points per wavelength it constructs each Green function in nearly optimal complexity in terms of the total number of mesh points, where the prefactor of the complexity only depends on the specified accuracy and is independent of the frequency parameter. Both two-dimensional (2-D) and three-dimensional (3-D) numerical experiments are presented to demonstrate the performance and accuracy of the new method. ABSTRACTMultiarrival Green’s functions are essential in seismic modeling, migration, and inversion. Huygens-Kirchhoff (HK) integrals provide a bridge to integrate locally valid first-arrival Green’s functions into a globally valid multiarrival Green’s function. We have designed robust and accurate finite-difference methods to compute first-arrival traveltimes and amplitudes, so that first-arrival Green’s functions can be constructed rapidly. We adapted a fast butterfly algorithm to evaluate discretized HK integrals. The resulting fast Huygens’ sweeping method has the following unique features: (1) it precomputes a set of local traveltime and amplitude tables, (2) it automatically takes care of caustics, (3) it constructs Green’s functions of the Helmholtz equation for arbitrary frequencies and for many point sources, and (4) for a fixed number of points per wavelength, it constructs each Green’s function in nearly optimal complexity O(N log N) in terms of the total number of mesh points N, where the prefa... Recent attempts to fabricate surfaces with custom reflectance functions boast impressive angular resolution, yet their spatial resolution is limited. In this paper we present a method to construct spatially varying reflectance at a high resolution of up to 220dpi, orders of magnitude greater than previous attempts, albeit with a lower angular resolution. The resolution of previous approaches is limited by the machining, but more fundamentally, by the geometric optics model on which they are built. Beyond a certain scale geometric optics models break down and wave effects must be taken into account. We present an analysis of incoherent reflectance based on wave optics and gain important insights into reflectance design. We further suggest and demonstrate a practical method, which takes into account the limitations of existing micro-fabrication techniques such as photolithography to design and fabricate a range of reflection effects, based on wave interference. We propose a new intrinsic representation of geometric texture over triangle meshes. Our approach extends the conventional height field texture representation by incorporating displacements in the tangential plane in the form of a normal tilt. This texture representation offers a good practical compromise between functionality and simplicity: it can efficiently handle and process geometric texture too complex to be represented as a height field, without having recourse to full blown mesh editing algorithms. The height-and-tilt representation proposed here is fully intrinsic to the mesh, making texture editing and animation (such as bending or waving) intuitively controllable over arbitrary base mesh. We also provide simple methods for texture extraction and transfer using our height-and-field representation.