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The #622 closing measurement located the placed-hierarchy FMG gap in the levels themselves: band-only levels barely coarsen in DOF count (the background rides every level; a cycle smooths ~175% of the fine level's nonzeros), and scattered transfers between non-nested clouds fatten the Galerkin product (265-481 nnz/row against 90 assembled) even at 4 entries per transfer row. GAMG wins by SELECTION: aggressive, well-separated coarse points keep both the level sizes and the product sparsity down.
Proposal — do the same job geometrically:
Build each coarse level's point set by DECIMATION of the fine level's node cloud: a maximal independent set at radius alpha*h_local (alpha ~ 2-3), kd-tree greedy — the geometric analogue of aggregation, and it coarsens the background and the band TOGETHER (true ~8x DOF reduction per level, tunable by alpha).
Delaunay-triangulate each decimated cloud into a scaffold mesh so it carries a DM space — the existing CustomMGHierarchy machinery (BC-per-level reduction, coordinate-based transfers) then consumes it unchanged. The mesh is a scaffold for the section; the operator is Galerkin from the fine level regardless.
This keeps everything the placed-ribbon workflow wants — no constraint on how the finest mesh was made, split-at-finest-only per the Galerkin-degradation pattern — while giving the hierarchy GAMG-like level economics. Expected first test: the split-fault contact benchmark of ~/+Simulations/place_route_health/ (GAMG 18.6 s warm; band-only custom-P 77-97 s at BETTER iteration counts), then the damage-contrast regime where GAMG degrades and the chase actually pays (#576/#579's 13x).
Underworld development team with AI support from Claude Code
The #622 closing measurement located the placed-hierarchy FMG gap in the levels themselves: band-only levels barely coarsen in DOF count (the background rides every level; a cycle smooths ~175% of the fine level's nonzeros), and scattered transfers between non-nested clouds fatten the Galerkin product (265-481 nnz/row against 90 assembled) even at 4 entries per transfer row. GAMG wins by SELECTION: aggressive, well-separated coarse points keep both the level sizes and the product sparsity down.
Proposal — do the same job geometrically:
This keeps everything the placed-ribbon workflow wants — no constraint on how the finest mesh was made, split-at-finest-only per the Galerkin-degradation pattern — while giving the hierarchy GAMG-like level economics. Expected first test: the split-fault contact benchmark of ~/+Simulations/place_route_health/ (GAMG 18.6 s warm; band-only custom-P 77-97 s at BETTER iteration counts), then the damage-contrast regime where GAMG degrades and the chase actually pays (#576/#579's 13x).
Underworld development team with AI support from Claude Code