> What is an anisotropic mesh?

By anisotropic, I mean the mesh having low-quality triangles (skinny
triangles, as opposed to equilateral triangles), strategically
oriented so they reduce the number of vertices required but do not
negatively affect the resolution of the functions or solutions
involved (e.g., the interpolation error does not increase compared to
an isotropic mesh where all triangles are equilateral or
near-equilateral).

bamg is a good anisotropic mesh generator and its user manual [1]
contains examples of anisotropic meshes (e.g., Fig 12 on page 14).

I should point out that when I say anisotropic quad-tree based
axis-aligned mesh, I really mean quasi-ansiotropy, since an
axis-aligned mesh can only orient skinny triangles along x or y axis.
If your solution has an interface layer that is oriented in neither,
e.g., if it's at a 45 degree angle, an axis-aligned mesh would not be
able to make use of anisotropy and would end up using way more
vertices instead (for constructing small rectangles along the layer).
(An illustration of an axis-aligned mesh: https://imgur.com/15pyjHG)

[1] https://www.ljll.math.upmc.fr/hecht/ftp/bamg/bamg.pdf
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