On 2/28/2020 13:56, J. Philip Haupt wrote:
I am trying to write a basic module to allow for simple 3D shapes in
MEEP (for now, polyhedra). I am most interested in rectangular
pyramids. I have two main questions:
* first, is this an appropriate way to go about writing pyramid
structures? All I did was make a class for the Pyramid (in my
actual code, it inherits a Shape class), along with a material.
Then I convert a list of these objects with MEEP's GeometricObject
to a material_func for my Simulation object. I'm running into
performance problems, especially for subpixel averaging. Is there
a better way to go about this? It would be nice to just make a
more general GeometricObject (say, a polyhedron defined by a set
of planes) but I don't know how to do this.
Have you tried setting up your pyramidal structure using a Prism by
specifying its vertices? We recently made several changes to improve
reliability (see: libctl #46
<https://github.com/NanoComp/libctl/pull/46>, #49
<https://github.com/NanoComp/libctl/pull/49>, and #53
<https://github.com/NanoComp/libctl/pull/53>); just make sure you are
using libctl 4.5.0.
* I have subpixel averaging disabled in my code by using
eps_average=False. I thought this would fix my problem, but it
does not. Even with this extra line if I run the code it still
gives "subpixel-averaging is 97.7767% done, 0.0910229 s remaining"
etc. Why is it still doing this, and how should I get around this?
See:
https://meep.readthedocs.io/en/latest/FAQ/#why-does-subpixel-averaging-take-so-long
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