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The simplest finite element shape in two dimensions is a triangle. In a finite element context, any geometrical shape is endowed with an interpolation, which is linear for triangles (most of the time), as has been explained in this answer : $$ T(x,y) = A.x + B.y + C $$ Here $A$ and $B$ can be expressed in coordinate and function values at the vertices (nodal points) of the triangle: $$ \begin{cases} A = [ (y_3 - y_1).(T_2 - T_1) - (y_2 - y_1).(T_3 - T_1) ] / \Delta \\ B = [ (x_2 - x_1).(T_3 - T_1) - (x_3 - x_1).(T_2 - T_1) ] / \Delta \end{cases} \\ \Delta = (x_2 - x_1).(y_3 - y_1) - (x_3 - x_1).(y_2 - y_1) $$ Consider the simplest finite element shape in two dimensions except one: the quadrilateral. Function behavior inside a quadrilateral is approximated by a bilinear interpolation between the function values at the vertices or nodal points (most of the time. Wikipedia is rather terse about it)
Let $T$ be such a function, and $x,y$ coordinates. Then try: $$ T = A + B.x + C.y + D.x.y $$ Giving: $$ \begin{cases} T_1 = A + B.x_1 + C.y_1 + D.x_1.y_1 \\ T_2 = A + B.x_2 + C.y_2 + D.x_2.y_2 \\ T_3 = A + B.x_3 + C.y_3 + D.x_3.y_3 \\ T_4 = A + B.x_4 + C.y_4 + D.x_4.y_4 \end{cases} \quad \Longleftrightarrow \quad \begin{bmatrix} T_1 \\ T_2 \\ T_3 \\ T_4 \end{bmatrix} \begin{bmatrix} 1 & x_1 & y_1 & x_1 y_1 \\ 1 & x_2 & y_2 & x_2 y_2 \\ 1 & x_3 & y_3 & x_3 y_3 \\ 1 & x_4 & y_4 & x_4 y_4 \end{bmatrix} \begin{bmatrix} A \\ B \\ C \\ D \end{bmatrix} \\ \Longleftrightarrow \quad \begin{bmatrix} A \\ B \\ C \\ D \end{bmatrix} \begin{bmatrix} 1 & x_1 & y_1 & x_1 y_1 \\ 1 & x_2 & y_2 & x_2 y_2 \\ 1 & x_3 & y_3 & x_3 y_3 \\ 1 & x_4 & y_4 & x_4 y_4 \end{bmatrix}^{-1} \begin{bmatrix} T_1 \\ T_2 \\ T_3 \\ T_4 \end{bmatrix} $$ Provided that we have a non-singular matrix in the middle.
enter image description here
But now we have a little problem. Consider the quadrilateral as depicted in the above picture on the right. The vertex-coordinates of this quadrilateral are defined by the second and the third column of the matrix below. This matrix is formed by specifying $T$ vertically for the nodal points and horizontally for the basic functions $ 1,x,y,xy $ : $$ \begin{bmatrix} T_1 \\ T_2 \\ T_3 \\ T_4 \end{bmatrix} = \begin{bmatrix} 1 & -\frac{1}{2} & 0 & 0 \\ 1 & 0 & -\frac{1}{2} & 0 \\ 1 & +\frac{1}{2} & 0 & 0 \\ 1 & 0 & +\frac{1}{2} & 0 \end{bmatrix} \begin{bmatrix} A \\ B \\ C \\ D \end{bmatrix} $$ The last column of the matrix is zero. Hence it is singular, meaning that $A,B,C$ and $D$ cannot be found in this manner. Though with a unstructured grid there may seem to be not a great chance that a quadrilateral is exactly positioned like this, experience reveals that it cannot be excluded that Murphy comes by. That alone is enough reason to declare the method for triangles not done for quadrilaterals.

Two questions:

  • Why in the first place would a bilinear interpolation be associated with a quadrilateral?
    Why not some other finite element shape? And why not some other interpolation?
  • How can a bilinear interpolation be defined for an arbitrary quadrilateral (assumed convex),
    i.e. without running into singularities?
My problem is not so much how the quadrilateral and the bilinear are related but rather why they are related in this way. I shall be satisfied with a response when it has become more clear that there are no other possibilities i.e. people haven't overlooked anything.

EDIT. The comment by Rahul sheds some light. Let the finite element shape be "modified" by an affine transformation (with $a,b,c,d,p,q$ arbitrary real constants) and work out for the term that is interesting: $$\begin{cases} x' = ax+by+p \\ y' = cx+dy+q \end{cases} \quad \Longrightarrow \\ x'y'=acx^2+bdy^2 + (ad+bc)xy+(cp+aq)x+(dp+bq)y+pq $$ So the interpolation remains bilinear only when the following conditions are fulfilled: $$ ac=0 \; \wedge \; bd=0 \; \wedge \; ad+bc\ne 0 \quad \Longleftrightarrow \\ \begin{cases} a\ne 0 \; \wedge \; d\ne 0 \; \wedge \; b=0 \; \wedge \; c=0 \\ a=0 \; \wedge \; d=0 \; \wedge \; b\ne 0 \; \wedge \; c\ne 0 \end{cases}\quad \Longleftrightarrow \\ \begin{cases}x'=ax+p\\y'=dy+q\end{cases} \quad \vee \quad \begin{cases}x'=by+p\\y'=cx+q\end{cases} $$ This means that a (parent) quadrilateral element, once it has been chosen, can only be translated, scaled (in $x$- and/or $y$- direction), mirrored in $\,y=\pm x$ , rotated over $90^o$. Did I forget something?

Update.

Why a quadrilateral with bilinear interpolation?

Little else is possible with polynomial terms like $\;1,\xi,\eta,\xi\eta\,$ , if four nodal points are needed (one degree of freedom each) for obtaining four equations with four unknowns. Then stil there remain some issues, such as not self-intersecting and being convex. The former issue has been covered in the answer by Nominal Animal. The latter may be stuff for a separate question.

Other issues covered in the answer by Nominal Animal are the following.

  • Perhaps the simplest heuristics is to take the direct product of one-dimensional case: the line segment as well as the linear interpolation. With the notations by Rahul and Nominal Animal that is: $[0,1]\times[0,1]$ and $\{1,u\}\times\{1,v\}$ . In the end, we have a square as the standard parent bilinear quadrilateral.
  • For a non-degenerate paralellogram the bilinear interpolation is reduced to a linear one, which makes it simple to express the local coordinates $(u,v)$ into the global coordinates $(x,y)$.

LATE EDIT. Continuing story at:

Han de Bruijn
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    The bilinear interpolation formula $T=A + Bx + Cy + Dxy$ only makes sense for axis-aligned rectangles, not for general quadrilaterals. One can see this by considering the unit square $[0,1]\times[0,1]$ with all vertex values zero except $T_3=1$; the interpolating function is $T = xy$. Now rotate the square $45^\circ$; then the interpolating function should be simply the rotated version of $T = xy$. But that is $T = \frac12(y^2 - x^2)$, which is not of the above form. –  Nov 10 '16 at 09:08
  • I think we can parametrize(linearly) the quadrilateral to the unit square $[0, 1] \times [0, 1]$. The bilinear interpolation over unit square is standard, we calculate the interpolation over unit square, and then transfer the bilinear interpolation to the quadrilateral using parametrization. As @user856 said, we can't directly assume $T = A + Bx + Cy + Dxy$ over the quadrilateral, but we can assume $T = A + Bu + Cv + Duv$ over the unit square, then transfer it over the quadrilateral using parametrization. – cxh007 Feb 17 '23 at 16:53
  • I mean the parametrization of the quadrilateral can be chosen to be a linear(or affine) map when the quadrilateral is a parallelogram. Otherwise since the linear map only rotate, scale the unit square, the image of the linear parametrization must be a parallelogram, as a result we can't find a linear parametrization for an arbitrary quadrilateral. However, the parametrization can be at least $\textbf{bilinear}$, e.g. the one in https://math.stackexchange.com/questions/3218523/parametrical-representations-of-polygons. – cxh007 Feb 18 '23 at 03:50

3 Answers3

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Rewritten on 2016-11-12. The OP raised very good questions in the comments. Note that this is not intended as an exhaustive answer (as one might expect from, say, a mathematician?), but more like observations from someone who routinely uses bilinear interpolation for numerical data.

How can a bilinear interpolation be defined for an arbitrary quadrilateral, i.e. without running into singularities?

Bilinear interpolation is usually defined as $$f(u,v) = (1-u) (1-v) F_{00} + u (1 - v) F_{01} + (1-u) v F_{10} + u v F_{11}$$ where $0 \le u, v \le 1$ and $$\begin{array}{} f(0,0) = F_{00} \\ f(0,1) = F_{01} \\ f(1,0) = F_{10} \\ f(1,1) = F_{11} \\ f(\frac{1}{2},\frac{1}{2}) = \frac{F_{00}+F_{01}+F_{10}+F_{11}}{4} \end{array}$$

If we use notation $$p(t; p_0, p_1) = (1-t) p_0 + t p_1 = p_0 + t (p_1 - p_0)$$ for the simplest form of linear interpolation, with $0 \le t \le 1$, $p(0;p_0,p_1) = p_0$, $p(1;p_0,p_1) = p_1$, then bilinear interpolation can be written as $$f(u,v) = p(u; p(v; F_{00}, F_{01}), p(v; F_{10}, F_{11}))$$ so this simply extends the single-variable linear interpolation to two variables and $2^2 = 4$ samples.

Bilinear interpolation is not often used for arbitrary quadrilaterals. After pondering the questions OP posed in the comments, I realized that the typical form used for interpolation, $$\begin{cases} x(u,v) = x_{00} + u ( x_{10} - x_{00}) + v ( x_{01} - x_{00} ) \\ y(u,v) = y_{00} + u ( y_{10} - y_{00}) + v ( y_{01} - y_{00} ) \\ f(u,v) = (1-v) \left ( (1-u) f_{00} + u f_{10} \right ) + (v) \left ( (1-u) f_{10} + u f_{11} \right ) \end{cases}$$ is not applicable to arbitrary quadrilaterals, as it assumes it to be a parallelogram, i.e. with $$\begin{cases} x_{11} = x_{10} + x_{01} - x_{00} \\ y_{11} = y_{10} + y_{01} - y_{00} \end{cases}$$ Solving $x = x(u,v)$, $y = y(u,v)$ for $u$ and $v$ yields $$\begin{cases} A = x_{00} (y_{01} - y_{10}) + x_{01} (y_{10} - y_{00}) + x_{10} (y_{00} - y_{01}) \\ u = \frac{ (x_{01} - x_{00}) y - (y_{01} - y_{00}) x + x_{00} y_{01} - y_{00} x_{01} }{A} \\ v = \frac{ (x_{00} - x_{10}) y - (y_{00} - y_{10}) x - x_{00} y_{10} + y_{00} x_{10} }{A} \end{cases}$$ where $$A = \left(\vec{p}_{10} - \vec{p}_{00}\right) \times \left(\vec{p}_{01} - \vec{p}_{00}\right)$$ where $\times$ signifies the 2D analog of vector cross product, so $\lvert A \rvert$ is the area of the parallelogram. Thus, exactly one solution exists for all non-degenerate parallelograms.

For the most common use case, a regular rectangular axis-aligned grid of samples $p_{ji}$, $0 \le j, i \in \mathbb{Z}$, we have $$\begin{cases} x = a_x + b_x i \\ y = a_y + b_y j \end{cases}$$ with $b_x \ne 0$, $b_y \ne 0$, corresponding to interpolation parameters $$\begin{cases} i = \left\lfloor \frac{x - a_x}{b_x} \right\rfloor \\ j = \left\lfloor \frac{y - a_y}{b_y} \right\rfloor \\ u = \frac{x - a_x}{b_x} - i \\ v = \frac{y - a_y}{b_y} - j \end{cases}$$ so that $$p(x,y) = (1-v) \left ( (1-u) p_{j,i} + (u) p_{j,i+1} \right ) + (v) \left ( (1-u) p_{j+1,i} + (u) p_{j+1,i+1} \right )$$


To apply bilinear interpolation to an arbitrary quadrilateral, we need to use $$\begin{cases} x(u,v) = (1-u)(1-v) x_{00} + (u)(1-v) x_{10} + (1-u)(v) x_{01} + (u)(v) x_{11} \\ y(u,v) = (1-u)(1-v) y_{00} + (u)(1-v) y_{10} + (1-u)(v) y_{01} + (u)(v) y_{11} \\ f(u,v) = (1-u)(1-v) f_{00} + (u)(1-v) f_{10} + (1-u)(v) f_{01} + (u)(v) f_{11} \end{cases}$$ In some cases it is sufficient to produce additional samples, for example so that each quadrilateral can be split into four sub-quadrilaterals, doubling the resolution. Then, we do not need to solve for $x$ and $y$, and only need to compute $$\begin{array}{cc} x\left(\frac{1}{2},0\right), & y\left(\frac{1}{2},0\right), & f\left(\frac{1}{2},0\right) \\ x\left(\frac{1}{2},1\right), & y\left(\frac{1}{2},1\right), & f\left(\frac{1}{2},1\right) \\ x\left(0,\frac{1}{2}\right), & y\left(0,\frac{1}{2}\right), & f\left(0,\frac{1}{2}\right) \\ x\left(1,\frac{1}{2}\right), & y\left(1,\frac{1}{2}\right), & f\left(1,\frac{1}{2}\right) \end{array}$$

However, solving $(u,v)$ for some specific $(x,y)$ is quite complicated. Indeed, I was surprised how complicated it turns out to be! (I apologize for misrepresenting this case as "easy" in a previous edit. Mea culpa.)

In practice, we first try to solve $u$ or $v$, and then the other by substituting into one of the equations above. If we decide we wish to solve $u$ first, we need to solve $$U_2 u^2 + U_1 u + U_0 = 0$$ where $$\begin{cases} U_2 = (y_{00}-y_{01}) (x_{10}-x_{11}) - (x_{00}-x_{01}) (y_{10}-y_{11}) \\ U_1 = (y_{00}-y_{01}-y_{10}+y_{11}) x - (x_{00}-x_{01}-x_{10}+x_{11}) y + (x_{11}-2 x_{10}) y_{00} + (2 x_{00}-x_{01}) y_{10} + y_{01} x_{10} - y_{11} x_{00} \\ U_0 = (y_{10}-y_{00}) x - (x_{10}-x_{00}) y + y_{00} x_{10} - x_{00} y_{10} \end{cases}$$ The possible solutions are $$\begin{cases} u = \frac{-U_1 \pm \sqrt{ U_1^2 - 4 U_2 U_0}}{2 U_2}, & U_2 \ne 0 \\ u = \frac{-U_0}{U_1}, & U_2 = 0, U_1 \ne 0 \\ u = 0, & U_2 = 0, U_0 = 0 \end{cases}$$ If we find $0 \le u \le 1$, we solve for $v$ by substituting into $X(u,v) = x$, $$v = \frac{ (y_{00} - y_{10}) u + y - y_{00} }{ (y_{00} - y_{01} - y_{10} + y_{11}) u - y_{00} + y_{01} }$$ or into $Y(u,v) = y$, $$v = \frac{ (x_{00} - x_{10}) u + x - x_{00} }{ (x_{00} - x_{01} - x_{10} + x_{11}) u - x_{00} + x_{01} }$$

If we find no solutions, we try to solve for $v$ in $$V_2 v^2 + V_1 v + V_0 = 0$$ where $$\begin{cases} V_2 = (x_{00}-x_{01}) (y_{10}-y_{11}) - (y_{00}-y_{01}) (x_{10}-x_{11}) \\ V_1 = (x_{00}-x_{01}-x_{10}+x_{11}) y - (y_{00}-y_{01}-y_{10}+y_{11}) x + (y_{11}-2 y_{10}) x_{00} + (2 y_{00}-y_{01}) x_{10} + x_{01} y_{10} - x_{11} y_{00} \\ V_0 = (x_{10}-x_{00}) y - (y_{10}-y_{00}) x + x_{00} y_{10} - y_{00} x_{10} \end{cases}$$ The possible solutions are similar to those for $u$: $$\begin{cases} v = \frac{-V_1 \pm \sqrt{ V_1^2 - 4 V_2 V_0}}{2 V_2}, & V_2 \ne 0 \\ v = \frac{-V_0}{V_1}, & V_2 = 0, V_1 \ne 0 \\ v = 0, & V_2 = 0, V_0 = 0 \end{cases}$$ If you find $0 \le v \le 1$, you solve for $u$ by substituting into $X(u,v) = x$, $$u = \frac{(x_{00} - x_{01}) v + x - x_{00} }{ (x_{00} - x_{01} - x_{10} + x_{11}) v - x_{00} + x_{10} }$$ or into $Y(u,v) = y$, $$u = \frac{(y_{00} - y_{01}) v + y - y_{00} }{ (y_{00} - y_{01} - y_{10} + y_{11}) v - y_{00} + y_{10} }$$

It is also possible to solve $(u,v)$ numerically, by calculating $X(u,v)$ and $Y(u,v)$ repeatedly with different $u$, $v$, until $\lvert X(u,v) - x \rvert \le \epsilon$ and $\lvert Y(u,v) - y \rvert \le \epsilon$, where $\epsilon$ is the maximum acceptable error in $x$ and $y$ (maximum distance to correct $(x,y)$ being $\sqrt{2}\epsilon$).

There are a number of different methods for the numerical search. Some of the following observations may come in handy, when implementing a numerical search: $$\begin{array}{rl} \frac{d \, X(u,v)}{d\,u} = & x_{10} - x_{00} + v ( x_{11} - x_{01} - x_{10} + x_{00} ) \\ \frac{d \, X(u,v)}{d\,v} = & x_{01} - x_{00} + u ( x_{11} - x_{01} - x_{10} + x_{00} ) \\ \frac{d \, Y(u,v)}{d\,u} = & y_{10} - y_{00} + v ( y_{11} - y_{01} - y_{10} + y_{00} ) \\ \frac{d \, Y(u,v)}{d\,v} = & y_{01} - y_{00} + u ( y_{11} - y_{01} - y_{10} + y_{00} ) \\ X(u + du, v) - X(u, v) = & du \left ( x_{10} - x_{00} + v ( x_{11} - x_{01} - x_{10} + x_{00} ) \right ) \\ X(u, v + dv) - X(u, v) = & dv \left ( x_{01} - x_{00} + u ( x_{11} - x_{01} - x_{10} + x_{00} ) \right ) \\ Y(u + du, v) - Y(u, v) = & du \left ( y_{10} - y_{00} + v ( y_{11} - y_{01} - y_{10} + y_{00} ) \right ) \\ Y(u, v + dv) - Y(u, v) = & dv \left ( y_{01} - y_{00} + u ( y_{11} - y_{01} - y_{10} + y_{00} ) \right ) \end{array}$$

In other words, it is true that the bilinear interpolation is quite difficult for arbitrary quadrilaterals, and very problematic for self-intersecting quadrilaterals. However, the most common quadrilateral types -- rectangles and parallelograms -- are easy, and even the general case is solvable at least numerically, even in the presence of singularities.


Why bilinear interpolation with quadrilaterals?

As I've shown above, for the rectangles and parallelograms -- the only quadrilaterals I've used bilinear interpolation with in real solutions --, bilinear interpolation is easy and simple.

Indeed, the emphasis on quadrilaterals (in the sense of arbitrary quadrilaterals) seems incorrect, as bilinear interpolation is mostly used with rectangles or parallelograms.

Perhaps the emphasis should be on that bilinear interpolation uses two variables to interpolate between four known values; or more generally, $k$-linear interpolation uses $k$ variables to interpolate between $2^k$ values. Trilinear interpolation is similarly common for cuboids with vertices $$\begin{cases} \vec{p}_{011} = \vec{p}_{010} + \vec{p}_{001} - \vec{p}_{000} \\ \vec{p}_{101} = \vec{p}_{100} + \vec{p}_{001} - \vec{p}_{000} \\ \vec{p}_{110} = \vec{p}_{100} + \vec{p}_{010} - \vec{p}_{000} \\ \vec{p}_{111} = \vec{p}_{100} + \vec{p}_{010} + \vec{p}_{001} - 2 \vec{p}_{000} \end{cases}$$ i.e. cuboids defined by one vertex and three edge vectors.

Regular grids are ubiquitous, and linear mapping is the simplest interpolation method, with easy properties. Cubic interpolation and other interpolation methods do produce better results, but are computationally more expensive, and the properties may produce unwanted behaviour: most typically, the interpolated value is no longer guaranteed to reside within the range spanned by the constants.

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  • It is implicitly but not explicitly assumed in your answer that the interpolation is at Rahul's standard unit square $[0,1]\times[0,1]$ ;
  • only then it is trivial, but there are other possibilities. 2. (+1) for the notation $F_{00,01,10,11}$ that I haven't seen before.

    – Han de Bruijn Nov 12 '16 at 11:39
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  • I've also noticed the self-intersecting issue in your answer and concordingly augmented the question, with the even stronger
  • requirement that FE quadrilaterals must be convex. 4. When trying to solve for $u(x,y)$ and $v(x,y)$ then the result in general is not bilinear, as claimed in your answer (?). With MAPLE, I get some result with $x^2$ , $y^2$ and a square root involved. Indeed there are two solutions $(u,v)$ , but they are not "simple".

    – Han de Bruijn Nov 12 '16 at 11:41
  • @HandeBruijn: 1. True. The assumption is typical in all implementations I've encountered (as is the notation in 2., especially in multivariate interpolation). I have not seen any reason to use any other interpolation interval thus far (for nonintersecting/convex quadrilaterals), which I believe it is the reason I glossed over that. – Nominal Animal Nov 12 '16 at 22:22
  • @HandeBruijn: 3. Astute observation, and very nicely formulated; I shall steal that from you the next time I write up such an interpolation. :) 4. No, I did not intend to imply the inverse is bilinear, it definitely is not. As to "simple", let me see if I can dig up the simplified solution to the results from Maple (as Maple does not give you the simplest form even via optimize(, tryhard) from codegen. – Nominal Animal Nov 12 '16 at 22:25
  • Your answer has become good enough for an accept. But I hope you will stay in contact with the question (for example by having it as a favorite?) because I'm in the process of posting another answer of my own, which might contain a few surprises :-) – Han de Bruijn Nov 13 '16 at 21:46
  • @HandeBruijn: Actually, I like your answer better than mine :). I can certainly see your approach is much more robust and methodical; after all, I simply explored the solutions used in practice, not their mathematical definitions -- simply because I am not a mathematician, and do not have sufficient skill or experience on that side. – Nominal Animal Nov 14 '16 at 04:05
  • There's no need to underestimate the impact of your feedback, coming from practice. Actually, you keep me going on the subject in this way :-) And yes, I've seen that you have an impressive (15k) reputation count elsewhere. – Han de Bruijn Nov 14 '16 at 13:47