Apparent viscosity is a measure of a fluid's resistance to flow, particularly when the fluid does not behave as a Newtonian fluid. In Newtonian fluids, the viscosity is constant and independent of the applied shear rate. However, many real-world fluids, such as slurries, polymer solutions, and certain emulsions, exhibit non-Newtonian behavior, meaning their viscosity can change with the rate of shear or stress applied.
The Abbott-Firestone curve, also known as the Abbott-Firestone profile, is a graphical representation used in surface engineering to describe the roughness characteristics of machined surfaces. It specifically provides a way to analyze the height distribution of surface irregularities, which are crucial for understanding how surfaces interact in applications such as lubrication, wear, and fatigue.
Tribologists are scientists or engineers who specialize in the study of tribology, which is the science and engineering of interacting surfaces in relative motion. This field encompasses the principles of friction, wear, and lubrication. Tribologists work to understand how materials behave under different conditions of contact and movement, aiming to reduce friction and wear in mechanical systems, enhance the performance and lifespan of components, and improve the efficiency of machines.
In topology, triangulation refers to the process of dividing a topological space into simpler pieces called simplices, specifically triangles (in two dimensions), tetrahedra (in three dimensions), or their higher-dimensional analogues. This technique is often employed in the study of geometric structures and algebraic topology.
A Triangulated Irregular Network (TIN) is a method used in geographic information systems (GIS) and computer graphics to represent a surface. It consists of a collection of triangles that are formed by connecting a set of irregularly spaced points (also known as vertices or nodes) in a way that creates a continuous representation of a surface, such as terrain elevation.
A triangle mesh is a type of geometric representation commonly used in computer graphics, 3D modeling, and computational geometry. It consists of a collection of triangular faces that define a 3D shape or surface. Each triangle is typically defined by three vertices, which are points in 3D space, and the edges connecting these vertices.
A simplicial complex is a mathematical structure used in algebraic topology and combinatorial mathematics to study spaces and their properties. It is a way of building up a geometric object from simpler building blocks called simplices. ### Definition of a Simplicial Complex A simplicial complex \( K \) is a set of simplices that satisfies two conditions: 1. **Non-emptiness**: The empty set is in \( K \).
Rotation distance, also known as **tree rotation distance**, is a concept from computational biology and bioinformatics that quantifies the minimum number of rotation operations required to transform one binary tree into another. A binary tree can be defined as a tree structure where each node has at most two children referred to as the left and right child. A rotation operation involves changing the structure of the tree without altering its nodes.
Quasi-triangulation refers to a type of planar division that is similar to triangulation, but instead of dividing a region into triangles, it divides the region into a more generalized subdivision, which may include other polygonal shapes. This concept is relevant in computational geometry, where the goal is often to break down a complex shape into simpler components for analysis, representation, or processing.
Polygon triangulation is the process of dividing a polygon into triangles, which are simpler geometric shapes. This is useful in various fields such as computer graphics, geographical information systems (GIS), and computational geometry because triangles are easier to work with for tasks like rendering, mesh generation, and mathematical computations.
Point-set triangulation is a computational geometry concept that involves subdividing a set of points into a collection of triangles, typically in a two-dimensional space. This method is essential for various applications in computer graphics, geographic information systems (GIS), finite element analysis, and mesh generation. In point-set triangulation, the key objectives are: 1. **Covering the Point Set**: The triangulation should cover all the points in the given set.
Pitteway triangulation is a method used in mathematics and computer graphics for the triangulation of polyhedral surfaces, which involves breaking down a complex surface into simpler triangular components. This technique is particularly useful in computer graphics for rendering 3D models, as it simplifies the geometry and allows for easier manipulation and computation. The method typically involves defining a set of points on the surface and then systematically creating triangles that connect these points, ensuring that the entire surface is covered without overlaps or gaps.
A **nonobtuse mesh** is a type of geometric mesh used primarily in finite element methods and computational geometry. In this context, a mesh is a collection of vertices, edges, and faces that defines a geometric shape or domain over which computations are performed. The term "nonobtuse" refers to the angles formed by the elements (usually triangles or tetrahedra) in the mesh.
Minimum-weight triangulation (MWT) refers to the problem of dividing a simple polygon into triangles in such a way that the total weight of the edges used in the triangulation is minimized. The "weight" of an edge can be defined in various ways depending on the context, but it commonly relates to the length of the edge in geometric scenarios.
Kinetic triangulation is a concept from computational geometry that deals with the dynamic problem of maintaining the properties of a triangulation of a set of points in motion. Specifically, it refers to the process of efficiently updating the triangulation structure as the points in the plane change their positions over time.
Fan triangulation is a method used in computational geometry, particularly in the field of computer graphics and geographic information systems. The process involves breaking down a polygon (usually a simple polygon) into a set of triangles, which can be more easily processed in various applications such as rendering or spatial analysis. The distinguishing feature of fan triangulation is that it typically starts from a single vertex (the "fan" vertex) and connects it to all other vertices of the polygon, forming a series of triangles.
Delaunay triangulation is a geometric method for dividing a set of points into triangles such that no point is inside the circumcircle of any triangle in the triangulation. This property maximizes the minimum angle of the triangles, which helps avoid skinny triangles and is particularly useful in computational geometry and various applications including computer graphics, geographical information systems (GIS), and numerical simulations.
Delaunay refinement is a computational geometry technique primarily used in the context of mesh generation. It aims to create a mesh composed of triangles (or tetrahedra in 3D) that satisfies certain optimality criteria, such as minimizing the maximum angle of the triangles (maximizing the minimum angle), and ensuring that the mesh conforms to specified geometric constraints of the underlying domain.
Constrained Delaunay triangulation (CDT) is a type of triangulation for a planar point set that respects certain constraints, particularly the inclusion of specified edges (or line segments) in the triangulation. This is an extension of the standard Delaunay triangulation, which is defined without any constraints.
The Bowyer-Watson algorithm is a computational geometry algorithm used to incrementally construct a Delaunay triangulation of a set of points in a two-dimensional space. A Delaunay triangulation maximizes the minimum angle of the triangles formed, avoiding skinny triangles and ensuring better numerical stability for applications such as mesh generation and interpolation.

Pinned article: Introduction to the OurBigBook Project

Welcome to the OurBigBook Project! Our goal is to create the perfect publishing platform for STEM subjects, and get university-level students to write the best free STEM tutorials ever.
Everyone is welcome to create an account and play with the site: ourbigbook.com/go/register. We belive that students themselves can write amazing tutorials, but teachers are welcome too. You can write about anything you want, it doesn't have to be STEM or even educational. Silly test content is very welcome and you won't be penalized in any way. Just keep it legal!
We have two killer features:
  1. topics: topics group articles by different users with the same title, e.g. here is the topic for the "Fundamental Theorem of Calculus" ourbigbook.com/go/topic/fundamental-theorem-of-calculus
    Articles of different users are sorted by upvote within each article page. This feature is a bit like:
    • a Wikipedia where each user can have their own version of each article
    • a Q&A website like Stack Overflow, where multiple people can give their views on a given topic, and the best ones are sorted by upvote. Except you don't need to wait for someone to ask first, and any topic goes, no matter how narrow or broad
    This feature makes it possible for readers to find better explanations of any topic created by other writers. And it allows writers to create an explanation in a place that readers might actually find it.
    Figure 1.
    Screenshot of the "Derivative" topic page
    . View it live at: ourbigbook.com/go/topic/derivative
  2. local editing: you can store all your personal knowledge base content locally in a plaintext markup format that can be edited locally and published either:
    This way you can be sure that even if OurBigBook.com were to go down one day (which we have no plans to do as it is quite cheap to host!), your content will still be perfectly readable as a static site.
    Figure 5. . You can also edit articles on the Web editor without installing anything locally.
    Video 3.
    Edit locally and publish demo
    . Source. This shows editing OurBigBook Markup and publishing it using the Visual Studio Code extension.
  3. https://raw.githubusercontent.com/ourbigbook/ourbigbook-media/master/feature/x/hilbert-space-arrow.png
  4. Infinitely deep tables of contents:
    Figure 6.
    Dynamic article tree with infinitely deep table of contents
    .
    Descendant pages can also show up as toplevel e.g.: ourbigbook.com/cirosantilli/chordate-subclade
All our software is open source and hosted at: github.com/ourbigbook/ourbigbook
Further documentation can be found at: docs.ourbigbook.com
Feel free to reach our to us for any help or suggestions: docs.ourbigbook.com/#contact