8 research outputs found

    Microscopic characteristics of magnetorheological fluids subjected to magnetic fields

    Get PDF
    © 2020 Elsevier B.V. With the aim of studying the microscopic characteristics of a magnetorheological fluid (MRF) in a magnetic field, the theoretical analyses of the particles dynamics in a magnetic field are presented, and a model for the particle motion is proposed. Based on these analyses, a three-dimensional numerical simulation of the microstructure of MRFs in different magnetic fields is performed. Furthermore, the microstructures of the MRFs are investigated using industrial computed tomography (CT) imaging. The numerical simulation and industrial CT results indicate that the chain structure of the same MRF becomes more apparent as the magnetic field strength increases, and in the same external magnetic field, this chain structure also becomes more apparent with an increase in the particle volume fraction. The lengths of particle chains in different magnetic fields are also captured in the industrial CT experiments. When the magnetic field strength is 12 mT, the particle chains of the MRF with a particle volume fraction of 30% reach more than 10 mm in length, which bridge the inner diameter of the container, and the dense clusters-like structure is formed, the clusters-like structure becomes denser with an increase in magnetic field. Moreover, the particle chain lengths of MRF with high particle volume fractions increase sharply with the magnetic field. The experiments demonstrated that the industrial CT is an efficient method to study the microstructures of MRFs by providing particle distributions of MRFs more clearly and intuitively

    Physically Based Forehead Modelling and Animation including Wrinkles

    Get PDF
    There has been a vast amount of research on the production of realistic facial models and animations, which is one of the most challenging areas of computer graphics. Recently, there has been an increased interest in the use of physically based approaches for facial animation, whereby the effects of muscle contractions are propagated through facial soft-tissue models to automatically deform them in a more realistic and anatomically accurate manner. Presented in this thesis is a fully physically based approach for efficiently producing realistic-looking animations of facial movement, including animation of expressive wrinkles, focussing on the forehead. This is done by modelling more physics-based behaviour than current computer graphics approaches. The presented research has two major components. The first is a novel model creation process to automatically create animatable non-conforming hexahedral finite element (FE) simulation models of facial soft tissue from any surface mesh that contains hole-free volumes. The generated multi-layered voxel-based models are immediately ready for simulation, with skin layers and element material properties, muscle properties, and boundary conditions being automatically computed. The second major component is an advanced optimised GPU-based process to simulate and visualise these models over time using the total Lagrangian explicit dynamic (TLED) formulation of the FE method. An anatomical muscle contraction model computes active and transversely isotropic passive muscle stresses, while advanced boundary conditions enable the sliding effect between the superficial and deep soft-tissue layers to be simulated. Soft-tissue models and animations with varying complexity are presented, from a simple soft-tissue-block model with uniform layers of skin and muscle, to a complex forehead model. These demonstrate the flexibility of the animation approach to produce detailed animations of realistic gross- and fine-scale soft-tissue movement, including wrinkles, with different muscle structures and material parameters, for example, to animate different-aged skin. Owing to the detail and accuracy of the models and simulations, the animation approach could also be used for applications outside of computer graphics, such as surgical applications. Furthermore, the animation approach can be used to animate any multi-layered soft body (not just soft tissue)

    Towards realistic interactive sand : a GPU-based framework

    Get PDF
    Includes bibliographical references (leaves 147-160).Many real-time computer games contain virtual worlds built upon terrestrial landscapes, in particular, "sandy" terrains, such as deserts and beaches. These terrains often contain large quantities of granular material, including sand, soil, rubble, and gravel. Allowing other environmental elements, such as trees or bodies of water, as well as players, to interact naturally and realistically with sand, is an important milestone for achieving realism in games. In the past, game developers have resorted to approximating sand with flat. textured surfaces that are static, non-granular, and do not behave like the physical material they model. A reasonable expectation is that sand be granular in its composition and governed by the laws of physics in its behaviour. However, for a single PC user, physics-based models are too computationally expensive to simulate and animate in real-time. An alternative is to use computer clusters to handle numerically intensive simulation, but at the loss of single-user affordability and real-time interactivity. Instead, we propose a GPU-based simulation framework that exploits the massive computational parallelism of a modern GPU to achieve interactive frame rates, on a single PC. We base our method on a discrete elements approach that represents each sand granule as a rigid arrangement of particles. Our model shows highly dynamic phenomena, such as splashing and avalanching, as well as static dune formation. Moreover, by utilising standard metrics taken from granular material science, we show that the simulated sand behaves in accordance with previous numerical and experimental research. We also support general rigid bodies in the simulation by automated particle-based sampling of their surfaces. This allows sand to interact naturally with its environment without extensive modification to underlying physics engine. The generality of our physics framework also allows for real-time physically-based rigid body simulation sans sand, as demonstrated in our testing. Finally, we describe an accelerated real-time method for lighting sand that supports both self-shadowing and environmental shadowing effects

    Micromechanics of Fiber Networks Including Nonlinear Hysteresis and its Application to Multibody Dynamic Modeling of Piano Mechanisms

    Get PDF
    Many engineering applications make use of fiber assemblies under compression. Unfortunately, this compression behavior is difficult to predict, due to nonlinear compliance, hysteresis, and anelasticity. The main objective of this research is to develop an algorithm which is capable of incorporating the microscale features of the fiber network into macroscopic scale applications, particularly the modeling of contact mechanics in multibody systems. In micromechanical approaches, the response of a fiber assembly to an external force is related to the response of basic fiber units as well as the interactions between these units, i.e. the mechanical properties of the constituent fibers and the architecture of the assembly will both have a significant influence on the overall response of the assembly to compressive load schemes. Probabilistic and statistical principles are used to construct the structure of the uniformly-distributed random network. Different micromechanical approaches in modeling felt, as a nonwoven fiber assembly with unique mechanical properties, are explored to gain insight into the key mechanisms that influence its compressive response. Based on the deformation processes and techniques in estimating the number of fiber contacts, three micromechanical models are introduced: (1) constitutive equations for micromechanics of three-dimensional fiberwebs under small strains, in which elongation of the fibers is the key deformation mechanism, adapted for large deformation ranges; (2) micromechanical model based on the rate theory of granular media, in which bending and torsion of fibers are the predominant elemental deformations used to calculate compliances of a particular contact; and (3) a mechanistic model developed using the general deformation theory of the fiber networks with fiber bending at the micro level and a binomial distribution of fiber contacts. A well-established mechanistic model, based on fiber-to-fiber friction at the micro level, is presented for predicting the hysteresis in compression behavior of wool fiberwebs. A novel algorithm is introduced to incorporate a hysteretic micromechanical model - a combination of the mechanistic model with microstructural fiber bending, which uses a binomial distribution of the number of fiber-to-fiber contacts, and the friction-based hysteresis idea - into the contact mechanics of multibody simulations with felt-lined interacting bodies. Considering the realistic case in which a portion of fibers slides, the fiber network can be treated as two subnetworks: one from the fibers with non-sliding contact points, responsible for the elastic response of the network, and the other consisting of fibers that slide, generating irreversible hysteresis phenomenon in the fiberweb compression. A parameter identification is performed to minimize the error between the micromechanical model and the elastic part of the loading-unloading experimental data for felt, then contribution of friction was added to the obtained mechanistic compression-recovery curves. The theoretical framework for constructing a mechanistic multibody dynamic model of a vertical piano action is developed, and its general validity is established using a prototype model. Dynamic equations of motion are derived symbolically for the piano action using a graph-theoretic formulation. The model fidelity is increased by including hammer-string interaction, backcheck wire and hammer shank flexibility, a sophisticated key pivot model, nonlinear models of bridle strap and butt spring, and a novel mathematical contact model. The developed nonlinear hysteretic micromechanical model is used for the hammer-string interaction to affirm the reliability and applicability of the model in general multibody dynamic simulations. In addition, dynamic modeling of a flexible hub-beam system with an eccentric tip mass including nonlinear hysteretic contact is studied. The model represents the mechanical finger of an actuator for a piano key. Achieving a desired finger-key contact force profile that replicates that of a real pianist's finger requires dynamic and vibration analysis of the actuator device. The governing differential equations for the dynamic behavior of the system are derived using Euler-Bernoulli beam theory along with Lagrange's method. To discretize the distributed parameter flexible beam in the model, the finite element method is utilized. Excessive vibration due to the arm flexibility and also the rigid-body oscillations of the arm, especially during the period of key-felt contact, is eliminated utilizing a simple grounded rotational dashpot and a grounded rotational dashpot with a one-sided relation. The effect on vibration behavior attributed to these additional components is demonstrated using the simulated model

    Haptic simulation of rheological objects with Verlet integration

    No full text
    corecore