Abstract
An mesh generation method for an adaptive Cartesian mesh is developed based on the bottom-up approach in which the smallest meshes near a solid surface are generated first, then the surrounding coarser meshes are generated. The Bresenham's method, one of the rendering techniques in computer graphics, is used to detect intersection between a mesh and a solid surface. With this method, the number of the meshes to be detected can be minimized. The generated meshes are organized with the tree data structure. Utilizing the hierarchical property of the tree data structure, the surrounding meshes can be generated with a simple algorithm. Efficiency of the mesh generation method is presented.