26 research outputs found
CHRONO: a parallel multi-physics library for rigid-body, flexible-body, and fluid dynamics
Abstract. The last decade witnessed a manifest shift in the microprocessor industry towards chip designs that promote parallel computing. Until recently the privilege of a select group of large research centers, Teraflop computing is becoming a commodity owing to inexpensive GPU cards and multi to many-core x86 processors. This paradigm shift towards large scale parallel computing has been leveraged in CHRONO, a freely available C++ multi-physics simulation package. CHRONO is made up of a collection of loosely coupled components that facilitate different aspects of multi-physics modeling, simulation, and visualization. This contribution provides an overview of CHRONO::Engine, CHRONO::Flex, CHRONO::Fluid, and CHRONO::Render, which are modules that can capitalize on the processing power of hundreds of parallel processors. Problems that can be tackled in CHRONO include but are not limited to granular material dynamics, tangled large flexible structures with self contact, particulate flows, and tracked vehicle mobility. The paper presents an overview of each of these modules and illustrates through several examples the potential of this multi-physics library
Fast and Scalable Solvers for the Fluid Pressure Equations with Separating Solid Boundary Conditions
This is the peer reviewed version of the following article: Lai, J., Chen, Y., Gu, Y., Batty, C. and Wan, J.W. (2020), Fast and Scalable Solvers for the Fluid Pressure Equations with Separating Solid Boundary Conditions. Computer Graphics Forum, 39: 23-33., which has been published in final form at https://doi.org/10.1111/cgf.13909. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions.In this paper, we propose and evaluate fast, scalable approaches for solving the linear complementarity problems (LCP) arising from the fluid pressure equations with separating solid boundary conditions. Specifically, we present a policy iteration method, a penalty method, and a modified multigrid method, and demonstrate that each is able to properly handle the desired boundary conditions. Moreover, we compare our proposed methods against existing approaches and show that our solvers are more efficient and exhibit better scaling behavior; that is, the number of iterations required for convergence is essentially independent of grid resolution, and thus they are faster at larger grid resolutions. For example, on a 2563 grid our multigrid method was 30 times faster than the prior multigrid method in the literature
Fast and Scalable Solvers for the Fluid Pressure Equations with Separating Solid Boundary Conditions
We propose and evaluate fast, scalable approaches for solving the linear complementarity problems (LCP) arising from the fluid pressure equations with separating solid boundary conditions. Specifically, we present a policy iteration method, a penalty method, and a modified multigrid method, and demonstrate that each is able to properly handle the desired boundary conditions. Moreover, we compare our proposed methods against existing approaches and show that our solvers are more efficient and exhibit better scaling behavior; that is, the number of iterations required for convergence is essentially independent of grid resolution, and thus they are faster at larger grid resolutions. For example, on a 256^3 grid our multigrid method was 30 times faster than the prior multigrid method in the literature
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Coupling, Conservation, and Performance in Numerical Simulations
This thesis considers three aspects of the numerical simulations, which arecoupling, conservation, and performance. We conduct a project and addressone challenge from each of these aspects.We propose a novel penalty force to enforce contacts with accurate Coulombfriction. The force is compatible with fully-implicit time integration and theuse of optimization-based integration. In addition to processing collisionsbetween deformable objects, the force can be used to couple rigid bodies todeformable objects or the material point method. The force naturally leads tostable stacking without drift over time, even when solvers are not run toconvergence. The force leads to an asymmetrical system, and we provide apractical solution for handling these.Next we present a new technique for transferring momentum and velocity betweenparticles and MAC grids based on the Affine-Particle-In-Cell (APIC) frameworkpreviously developed for co-locatedgrids. We extend the original APIC paper and show thatthe proposed transfers preserve linear and angular momentum and also satisfyall of the original APIC properties.Early indications in the original APIC paper suggested that APIC might besuitable for simulating high Reynolds fluids due to favorable retention ofvortices, but these properties were not studied further. We use twodimensional Fourier analysis to investigate dissipation in the limit \dt=0.We investigate dissipation and vortex retention numerically to quantify theeffectiveness of APIC compared with other transfer algorithms.Finally we present an efficient solver for problems typically seen inmicrofluidic applications.Microfluidic ``lab on a chip'' devices are small devices that operate on smalllength scales on small volumes of fluid. Designs for microfluidic chips aregenerally composed of standardized and often repeated components connected bylong, thin, straight fluid channels. We propose a novel discretizationalgorithm for simulating the Stokes equations on geometry with these features,which produces sparse linear systems with many repeated matrix blocks. Thediscretization is formally third order accurate for velocity and second orderaccurate for pressure in the norm. We also propose a novel linearsystem solver based on cyclic reduction, reordered sparse Gaussian elimination,and operation caching that is designed to efficiently solve systems withrepeated matrix blocks
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General Purpose Programming on Modern Graphics Hardware
I start with a brief introduction to the graphics processing unit (GPU) as well as general-purpose computation on modern graphics hardware (GPGPU). Next, I explore the motivations for GPGPU programming, and the capabilities of modern GPUs (including advantages and disadvantages). Also, I give the background required for further exploring GPU programming, including the terminology used and the resources available. Finally, I include a comprehensive survey of previous and current GPGPU work, and end with a look at the future of GPU programming
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Structure Preserving and Scalable Simulation of Colliding Systems
Predictive computational tools to study granular materials are important in fields ranging from the geosciences and civil engineering to computer graphics. The simulation of granular materials, however, presents many challenges. The behavior of a granular medium is fundamentally multi-scale, with pair-wise interactions between discrete granules able to influence the continuum-scale evolution of a bulk material. Computational techniques for studying granular materials must therefore contend with this multi-scale nature.
This research first addresses both the question of how to accurately model interactions between grains and the question of how to achieve multi-scale simulations of granular materials. We propose a novel rigid body contact model and a time integration technique that, for the first time, are able to simultaneously capture five key features of rigid body impact. We further validate this new model and time integration method by reproducing computationally challenging phenomena from granular physics.
We next propose a technique to couple discrete and continuum models of granular materials to one another. This hybrid model reveals a family of possible discretizations suitable for simulation. We derive an explicit integration technique from this framework that is able to capture phenomena previously reserved for discrete treatments, including frictional jamming, while treating bulk regions of the material with a continuum model. To effectively handle the large plastic deformations inherent in the evolution of a granular medium, we further propose a method to dynamically update which regions are treated with a discrete model and which regions are treated with a continuum model. We demonstrate that hybrid simulations of a dynamically evolving granular material are possible and practical, and lay the foundation for further algorithmic development in this space.
Finally, as the the tools used in computational science and engineering become progressively more complex, the ability to effectively train students in the field becomes increasingly important. We address the question of how to train students from a computer science background in numerical computation techniques by proposing a new system to automatically vet and identify problems in numerical simulations. This system has been deployed at the undergraduate and graduate level in a course on physical simulation at Columbia University, and has increased both student retention and student satisfaction with the course
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Multi-Scale Models to Simulate Interactions between Liquid and Thin Structures
In this dissertation, we introduce a framework for simulating the dynamics between liquid and thin structures, including the effects of buoyancy, drag, capillary cohesion, dripping, and diffusion. After introducing related works, Part I begins with a discussion on the interactions between Newtonian fluid and fabrics. In this discussion, we treat both the fluid and the fabrics as continuum media; thus, the physical model is built from mixture theory. In Part II, we discuss the interactions between Newtonian fluid and hairs. To have more detailed dynamics, we no longer treat the hairs as continuum media. Instead, we treat them as discrete Kirchhoff rods. To deal with the thin layer of liquid that clings to the hairs, we augment each hair strand with a height field representation, through which we introduce a new reduced-dimensional flow model to solve the motion of liquid along the longitudinal direction of each hair. In addition, we develop a faithful model for the hairs' cohesion induced by surface tension, where a penalty force is applied to simulate the collision and cohesion between hairs. To enable the discrete strands interact with continuum-based, shear-dependent liquid, in Part III, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. Accordingly, we extend the reduced-dimensional flow model to simulate liquid with elastoviscoplastic behavior. Furthermore, we use a constraint-based model to replace the penalty-force model to handle contact, which enables an accurate simulation of the frictional and adhesive effects between wet strands. We also present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps.
We demonstrate a wide range of effects, including the challenging animation scenarios involving splashing, wringing, and colliding of wet clothes, as well as flipping of hair, animals shaking, spinning roller brushes from car washes being dunked in water, and intricate hair coalescence effects. For complex liquids, we explore a series of challenging scenarios, including strands interacting with oil paint, mud, cream, melted chocolate, and pasta sauce