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Simulation of subseismic joint and fault networks using a heuristic mechanical model
Flow simulations of fractured and faulted reservoirs require representation of subseismic structures about which subsurface data are limited. We describe a method for simulating fracture growth that is mechanically based but heuristic, allowing for realistic modelling of fracture networks with reasonable run times. The method takes a triangulated meshed surface as input, together with an initial stress field. Fractures initiate and grow based on the stress field, and the growing fractures relieve the stress in the mesh. We show that a wide range of bedding-plane joint networks can be modelled simply by varying the distribution and anisotropy of the initial stress field. The results are in good qualitative agreement with natural joint patterns. We then apply the method to a set of parallel veins and demonstrate how the variations in thickness of the veins can be represented. Lastly, we apply the method to the simulation of normal fault patterns on salt domes. We derive the stress field on the bedding surface using the horizon curvature. The modelled fault network shows both radial and concentric faults. The new method provides an effective means of modelling joint and fault networks that can be imported to the flow simulator
Real-time deformation and fracture in a game environment
This paper describes a simulation system that has been developed to model the deformation and fracture of solid objects in a real-time gaming context. Based around a corotational tetrahedral finite element method, this system has been constructed from components published in the graphics and computational physics literatures. The goal of this paper is to describe how these components can be combined to produce an engine that is robust to unpredictable user interactions, fast enough to model reasonable scenarios at real-time speeds, suitable for use in the design of a game level, and with appropriate controls allowing content creators to match artistic direction. Details concerning parallel implementation, solver design, rendering method, and other aspects of the simulation are elucidated with the intent of providing a guide to others wishing to implement similar systems. Examples from in-game scenes captured on the Xbox 360, PS3, and PC platforms are included. © 2009 ACM
Simulating Fractures with Bonded Discrete Element Method
Along with motion and deformation, fracture is a fundamental behaviour for solid materials, playing a critical role in physically-based animation. Many simulation methods including both continuum and discrete approaches have been used by the graphics community to animate fractures for various materials. However, compared with motion and deformation, fracture remains a challenging task for simulation, because the material's geometry, topology and mechanical states all undergo continuous (and sometimes chaotic) changes as fragmentation develops. Recognizing the discontinuous nature of fragmentation, we propose a discrete approach, namely the Bonded Discrete Element Method (BDEM), for fracture simulation. The research of BDEM in engineering has been growing rapidly in recent years, while its potential in graphics has not been explored. We also introduce several novel changes to BDEM to make it more suitable for animation design. Compared with other fracture simulation methods, the BDEM has some attractive benefits, e.g. efficient handling of multiple fractures, simple formulation and implementation, and good scaling consistency. But it also has some critical weaknesses, e.g. high computational cost, which demand further research. A number of examples are presented to demonstrate the pros and cons, which are then highlighted in the conclusion and discussion
High-resolution brittle fracture simulation with boundary elements
We present a method for simulating brittle fracture under the assumptions of quasi-static linear elastic fracture mechanics (LEFM). Using the boundary element method (BEM) and Lagrangian crack-fronts, we produce highly detailed fracture surfaces. The computational cost of the BEM is alleviated by using a low-resolution mesh and interpolating the resulting stress intensity factors when propagating the high-resolution crack-front.
Our system produces physics-based fracture surfaces with high spatial and temporal resolution, taking spatial variation of material toughness and/or strength into account. It also allows for crack initiation to be handled separately from crack propagation, which is not only more reasonable from a physics perspective, but can also be used to control the simulation.
Separating the resolution of the crack-front from the resolution of the computational mesh increases the efficiency and therefore the amount of visual detail on the resulting fracture surfaces. The BEM also allows us to re-use previously computed blocks of the system matrix
Stochastic Simulation of Mudcrack Damage Formation in an Environmental Barrier Coating
The FEAMAC/CARES program, which integrates finite element analysis (FEA) with the MAC/GMC (Micromechanics Analysis Code with Generalized Method of Cells) and the CARES/Life (Ceramics Analysis and Reliability Evaluation of Structures / Life Prediction) programs, was used to simulate the formation of mudcracks during the cooling of a multilayered environmental barrier coating (EBC) deposited on a silicon carbide substrate. FEAMAC/CARES combines the MAC/GMC multiscale micromechanics analysis capability (primarily developed for composite materials) with the CARES/Life probabilistic multiaxial failure criteria (developed for brittle ceramic materials) and Abaqus (Dassault Systmes) FEA. In this report, elastic modulus reduction of randomly damaged finite elements was used to represent discrete cracking events. The use of many small-sized low-aspect-ratio elements enabled the formation of crack boundaries, leading to development of mudcrack-patterned damage. Finite element models of a disk-shaped three-dimensional specimen and a twodimensional model of a through-the-thickness cross section subjected to progressive cooling from 1,300 C to an ambient temperature of 23 C were made. Mudcrack damage in the coating resulted from the buildup of residual tensile stresses between the individual material constituents because of thermal expansion mismatches between coating layers and the substrate. A two-parameter Weibull distribution characterized the coating layer stochastic strength response and allowed the effect of the Weibull modulus on the formation of damage and crack segmentation lengths to be studied. The spontaneous initiation of cracking and crack coalescence resulted in progressively smaller mudcrack cells as cooling progressed, consistent with a fractal-behaved fracture pattern. Other failure modes such as delamination, and possibly spallation, could also be reproduced. The physical basis assumed and the heuristic approach employed, which involves a simple stochastic cellular automaton methodology to approximate the crack growth process, are described. The results ultimately show that a selforganizing mudcrack formation can derive from a Weibull distribution that is used to describe the stochastic strength response of the bulk brittle ceramic material layers of an EBC
Breaking Good: Fracture Modes for Realtime Destruction
Drawing a direct analogy with the well-studied vibration or elastic modes, we
introduce an object's fracture modes, which constitute its preferred or most
natural ways of breaking. We formulate a sparsified eigenvalue problem, which
we solve iteratively to obtain the n lowest-energy modes. These can be
precomputed for a given shape to obtain a prefracture pattern that can
substitute the state of the art for realtime applications at no runtime cost
but significantly greater realism. Furthermore, any realtime impact can be
projected onto our modes to obtain impact-dependent fracture patterns without
the need for any online crack propagation simulation. We not only introduce
this theoretically novel concept, but also show its fundamental and practical
superiority in a diverse set of examples and contexts
Cutting and Fracturing Models without Remeshing
Abstract. A finite element simulation framework for cutting and fracturing model without remeshing is presented. The main idea of proposed method is adding a discontinuous function for the standard approximation to account for the crack. A feasible technique is adopted for dealing with multiple cracks and intersecting cracks. Several involved problems including extended freedoms of finite element nodes as well as mass matrix calculation are discussed. The presented approach is easy to simulate object deformation while changing topology. Moreover, previous methods developed in standard finite element framework, such as the stiffness warping method, can be extended and utilized
ACM Transactions on Graphics
We present a boundary element based method for fast simulation of brittle fracture. By introducing simplifying assumptions that allow us to quickly estimate stress intensities and opening displacements during crack propagation, we build a fracture algorithm where the cost of each time step scales linearly with the length of the crackfront. The transition from a full boundary element method to our faster variant is possible at the beginning of any time step. This allows us to build a hybrid method, which uses the expensive but more accurate BEM while the number of degrees of freedom is low, and uses the fast method once that number exceeds a given threshold as the crack geometry becomes more complicated. Furthermore, we integrate this fracture simulation with a standard rigid-body solver. Our rigid-body coupling solves a Neumann boundary value problem by carefully separating translational, rotational and deformational components of the collision forces and then applying a Tikhonov regularizer to the resulting linear system. We show that our method produces physically reasonable results in standard test cases and is capable of dealing with complex scenes faster than previous finite- or boundary element approaches
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