<li>For meshing of 2D entities (<b>faces</b>):</li>
<ul>
-<li>Triangle meshing algorithms (Mefisto, Netgen 1D-2D and BLSUFR ) - Faces
+<li>Triangle meshing algorithms (Mefisto) - Faces
are split into triangular elements.</li>
-<li>Quadrangle meshing algorithm (Mapping) - Faces are split into
+<li>Quadrangle meshing algorithm (Mapping) - quadrilateral Faces are split into
quadrangular elements.</li>
-<li>Radial quadrangle 1D2D algorithm - Faces (circles or part of circles)
-are split into triangular and quadrangle elements.</li>
</ul>
\image html image123.gif "Example of a triangular 2D mesh"
<li>For meshing of 3D entities (<b>volume objects</b>):</li>
<ul>
-<li>Hexahedron meshing algorithm (i,j,k) - Volumes are split into
+<li>Hexahedron meshing algorithm (i,j,k) - 6-sided Volumes are split into
hexahedral (cubic) elements.</li>
-<li>Tetrahedron (Netgen and GHS3D) meshing algorithms - Volumes are split into
-tetrahedral (pyramidal) elements.</li>
+<li>\subpage cartesian_algo_page</li>
+internal parts of Volumes are split into hexahedral elements forming a
+Cartesian grid; polyhedra and other types of elements are generated
+where the geometrical boundary intersects Cartesian cells.</li>
</ul>
\image html image125.gif "Example of a tetrahedral 3D mesh"
geometrical objects. Such algorithms are
<ul>
<li>Hexahedron meshing algorithm (i,j,k),</li>
-<li>Tetrahedron (Netgen and GHS3D) meshing algorithms,</li>
-<li>Hexotic.</li>
</ul>
-
-\note BLSURF and GHS3D are commercial meshers and require a
-license to be used within the Mesh module.
-
There is also a number of more specific algorithms:
<ul>
<li>\subpage projection_algos_page "for meshing by projection of another mesh"</li>