99 research outputs found
Numerical investigation of fracture of polycrystalline ice under dynamic loading
Cohesive zone model is a promising technique for simulating fracture processes in brittle ice.
In this work it is applied to investigate the fracture behavior of polycrystalline cylindrical samples
under uniaxial loading conditions, four-point beam bending, and L-shaped beam bending.
In each case, the simulation results are compared with the corresponding experimental data
that was collected by other researchers. The model is based on the implicit finite element
method combined with Park-Paulino-Roesler formulation for cohesive potential and includes
an adaptive time stepping scheme, which takes into account the rate of damage and failure
of cohesive zones. The benefit of the implicit scheme is that it allows larger time steps than
explicit integration. Material properties and model parameters are calibrated using available
experimental data for freshwater ice and sea ice samples.
For polycrystalline ice, granular geometry is generated and cohesive zones are inserted between
grains. Simulations are performed for samples with different grain sizes, and the resulting
stress–strain and damage accumulation curves are recorded. Investigation of the dependency
between the grain size and fracture strength shows a strengthening effect that is
consistent with experimental results.
The proposed framework is also applied to simulate the dynamic fracture processes in Lshaped
beams of sea ice, in which case the cohesive zones are inserted between the elements
of the mesh. Evolution of the stress distribution on the surface of the beam is modeled for
the duration of the loading process, showing how it changes with progressive accumulation of
damage in the material, as well as the development of cracks. An analytical formula is derived
for estimating the breaking force based on the dimensions of the beam and the ice strength.
Experimental data obtained from the 2014-2016 tests are re-evaluated with the aid of this new
analysis.
The computation is implemented efficiently with GPU acceleration, allowing to handle geometries
with higher resolution than would be possible otherwise. Several technical contributions
are described in detail including GPU-accelerated FEM implementation, an efficient way of
creation of sparse matrix structure, and comparison of different unloading/reloading relations
when using an implicit integration scheme. A mechanism for collision response allows modeling
the interaction of fragmented material. To evaluate the collision forces, an algorithm for
computing first and second point-triangle distance derivatives was developed. The source code
is made available as open-source
Simulation of a flowing snow avalanche using molecular dynamics
Ankara : The Department of Computer Engineering and the Institute of Engineering and Science of Bilkent University, 2010.Thesis (Master's) -- Bilkent University, 2010.Includes bibliographical references leaves 45-50.This thesis presents an approach for modeling and simulation of a flowing snow avalanche, which is formed of dry and liquefied snow that slides down a slope, by using molecular dynamics and discrete element method. A particle system is utilized as a base method for the simulation and marching cubes with real-time shaders are employed for rendering. A uniform grid based neighbor search algorithm is used for collision detection for inter-particle and particle-terrain interactions. A mass-spring model of collision resolution is employed to mimic compressibility of snow and particle attraction forces are put into use between particles and terrain surface. In order to achieve greater performance, general purpose GPU language and multi-threaded program-ming is utilized for collision detection and resolution. The results are dis-played with different combinations of rendering methods for the realistic re-presentation of the flowing avalanche.Güçer, DenizhanM.S
Haptics-based Modeling and Simulation of Micro-Implants Surgery
Ph.DDOCTOR OF PHILOSOPH
A Smoothed Particle Hydrodynamics Method for the Simulation of Centralized Sloshing Experiments
The Smoothed Particle Hydrodynamics (SPH) method is proposed for studying hydrodynamic processes related to nuclear engineering problems. A problem of possible recriticality due to the sloshing motions of the molten reactor core is studied with SPH method. The accuracy of the numerical solution obtained in this study with the SPH method is significantly higher than that obtained with the SIMMER-III/IV reactor safety analysis code
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A framework for local terrain deformation based on diffusion theory
Terrains have a key role in making outdoor virtual scenes believable and immersive as they form the support for every other natural element in the scene. Although important, terrains are often given limited interactivity in real-time applications. However, in nature, terrains are dynamic and interact with the rest of the environment changing shape on different levels, from tracks left by a person running on a gravel soil (micro-scale), to avalanches on the side of a mountain (macro-scale).
The challenge in representing dynamic terrains correctly is that the soil that forms them is vastly heterogeneous and behaves differently depending on its composition. This heterogeneity introduces difficulties at different levels in dynamic terrains simulations, from modelling the large amount of different elements that compose the oil to simulating their dynamic behaviour.
This work presents a novel framework to simulate multi-material dynamic terrains by taking into account the soil composition and its heterogeneity. In the proposed framework soil information is obtained from a material description map applied to the terrain mesh. This information is used to compute deformations in the area of interaction using a novel mathematical model based on diffusion theory. The deformations are applied to the terrain mesh in different ways depending on the distance of the area of interaction from the camera and the soil material. Deformations away from the camera are simulated by dynamically displacing normals. While deformations in a neighbourhood of the camera are represented by displacing the terrain mesh, which is locally tessellated to better fit the displacement. For gravel based soils the terrain details are added near the camera by reconstructing the meshes of the small rocks from the texture image, thus simulating both micro and macro-structure of the terrain.
The outcome of the framework is a realistic interactive dynamic terrain animation in real-time
Physically Based Forehead Modelling and Animation including Wrinkles
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)
Animation, Simulation, and Control of Soft Characters using Layered Representations and Simplified Physics-based Methods
Realistic behavior of computer generated characters is key to bringing virtual environments, computer games, and other interactive applications to life. The plausibility of a virtual scene is strongly influenced by the way objects move around and interact with each other. Traditionally, actions are limited to motion capture driven or pre-scripted motion of the characters. Physics enhance the sense of realism: physical simulation is required to make objects act as expected in real life. To make gaming and virtual environments truly immersive,it is crucial to simulate the response of characters to collisions and to produce secondary effects such as skin wrinkling and muscle bulging. Unfortunately, existing techniques cannot generally achieve these effects in real time, do not address the coupled response of a character's skeleton and skin to collisions nor do they support artistic control. In this dissertation, I present interactive algorithms that enable physical simulation of deformable characters with high surface detail and support for intuitive deformation control. I propose a novel unified framework for real-time modeling of soft objects with skeletal deformations and surface deformation due to contact, and their interplay for object surfaces with up to tens of thousands of degrees of freedom.I make use of layered models to reduce computational complexity. I introduce dynamic deformation textures, which map three dimensional deformations in the deformable skin layer to a two dimensional domain for extremely efficient parallel computation of the dynamic elasticity equations and optimized hierarchical collision detection. I also enhance layered models with responsive contact handling, to support the interplay between skeletal motion and surface contact and the resulting two-way coupling effects. Finally, I present dynamic morph targets, which enable intuitive control of dynamic skin deformations at run-time by simply sculpting pose-specific surface shapes. The resulting framework enables real-time and directable simulation of soft articulated characters with frictional contact response, capturing the interplay between skeletal dynamics and complex,non-linear skin deformations
Large Scale Computing and Storage Requirements for Basic Energy Sciences Research
The National Energy Research Scientific Computing Center (NERSC) is the leading scientific computing facility supporting research within the Department of Energy's Office of Science. NERSC provides high-performance computing (HPC) resources to approximately 4,000 researchers working on about 400 projects. In addition to hosting large-scale computing facilities, NERSC provides the support and expertise scientists need to effectively and efficiently use HPC systems. In February 2010, NERSC, DOE's Office of Advanced Scientific Computing Research (ASCR) and DOE's Office of Basic Energy Sciences (BES) held a workshop to characterize HPC requirements for BES research through 2013. The workshop was part of NERSC's legacy of anticipating users future needs and deploying the necessary resources to meet these demands. Workshop participants reached a consensus on several key findings, in addition to achieving the workshop's goal of collecting and characterizing computing requirements. The key requirements for scientists conducting research in BES are: (1) Larger allocations of computational resources; (2) Continued support for standard application software packages; (3) Adequate job turnaround time and throughput; and (4) Guidance and support for using future computer architectures. This report expands upon these key points and presents others. Several 'case studies' are included as significant representative samples of the needs of science teams within BES. Research teams scientific goals, computational methods of solution, current and 2013 computing requirements, and special software and support needs are summarized in these case studies. Also included are researchers strategies for computing in the highly parallel, 'multi-core' environment that is expected to dominate HPC architectures over the next few years. NERSC has strategic plans and initiatives already underway that address key workshop findings. This report includes a brief summary of those relevant to issues raised by researchers at the workshop
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