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Parallel Decomposition-based Contact Response

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Remove face-node penetrations by projecting the penetrating node to the closest ... for vertex-face and edge-edge penetrations. Apply the serial DCR algorithm ... – PowerPoint PPT presentation

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Title: Parallel Decomposition-based Contact Response


1
Parallel Decomposition-based Contact Response
  • Fehmi Cirak
  • California Institute of Technology


2
Motivation
  • Requirements to a contact library for the Virtual
    Test Facility
  • Non-smooth geometries
  • Modular software architecture for use with shell
    and solid solvers
  • No problem dependent parameters
  • Parallelization overhead in terms of
    implementation and performance should be minimum
  • Some of the existing contact algorithms
  • Explicit Methods
  • Penalty methods
  • Include problem dependent parameters
  • Do not work for non-smooth geometries
  • Explicit-implicit methods
  • Very hard to parallelize and/or not efficient

3
Discrete Variational Mechanics
  • Discrete action integral
  • with collision at time
  • Equilibrium and collision equations
  • Geometrically admissible configurations
  • Constraint on the variations

4
Inadmissible Configurations in 3D
Vertex-face collision
Edge-edge collision
Constraint function g is defined as the
tetrahedron volume
5
Equilibrium and Collision Equations
  • Equilibrium equations
  • Collision equations
  • Jumps in the momentum
  • Jumps in the kinetic energy
  • Collision events during explicit time-stepping of
    the equilibrium equations

Impact time tc
Impact time approximation as used in this work
6
Momentum Decompositions
  • Prior to solving the collision equations the
    momenta during the contact are decomposed into
    components
  • Normal component
  • Fix component does not lead to any relative
    motion

?
7
Solving the Collision Equations
  • Non-frictional case
  • Closed form expressions for the momentum after
    the collision can be computed using the collision
    equations and momentum decompositions
  • Frictional case
  • Friction is modeled as an impulse in the slide
    direction
  • Normal impulse same as in non-frictional case
  • Coulomb model for friction

8
DCR Algorithm (with Matt West)
  • Update nodal positions and velocities using
    standard time stepping schemes, such as Newmark
  • Search and remove inadmissible triangle-triangle
    intersections
  • Remove face-node penetrations by projecting the
    penetrating node to the closest point on the
    triangles surface
  • Remove edge-edge penetrations by projecting the
    penetrating edge to the closest point on the
    triangle edge
  • Transfer momenta between colliding vertices and
    triangles using momentum decompositions
  • Decompose the momenta prior to contact by
    computing , , , ,
    and
  • Compute the normal impulse and the
    slide impulse
  • Update momentum immediately after impact

9
Spheres Impact
  • Without Friction
  • With Friction (? 0.5)

Time step 4000
Time step 500
Time step 2000
Time step 500
Time step 2000
Time step 4000
10
Spheres Impact without Friction
  • Radius 1.0 Neo-hookean material
  • Thickness 0.05 Youngs modulus
    21000
  • Poissons ratio 0.3
  • Time step size 5.0e-6
    Density 0.0785

11
Spheres Impact with Friction (?0.5)
12
Cubes Impact
Neo-hookean material Youngs modulus 21000 Pois
sons ratio 0.3 Density 0.0785
Length 1.0 Thickness 0.2 Time
step size 5.0e-6
13
Cubes Impact Energies and Momenta
Data for non-smooth impact of five cubes
14
Parallel Contact Detection
  • In large scale computations contact search takes
    up a significant amount of time
  • There are basic differences in the communication
    patterns of contact search and element level
    computations
  • Contact search is an inherently global problem
  • Finite element computations are local for
    explicit dynamics
  • For scalability different partitions for the
    solid and contact surface are necessary
  • ll
  • J
  • L
  • l

Contact partitioning with RCB algorithm
Solid partitioning with METIS
15
Parallel Contact Algorithm
  • Solid solver provides the entire surface mesh and
    the related vertex variables to all computational
    contact nodes
  • Surface mesh is partitioned with recursive
    coordinate bisection using Zoltan
  • An extended surface patch is assigned to each
    computational contact node
  • Each computational node performs on its assigned
    partition
  • Serial search for collisions
  • Orthogonal range query with sparse buckets
  • Local contact check for vertex-face and edge-edge
    penetrations
  • Apply the serial DCR algorithm
  • Collect all the modified vertex variables and
    return the surface mesh to the solid solver

16
Scalabililty - Two Disk Impact
  • Scalability runs performed on Frost by Sharon
    Brunett
  • More tests for different examples in progress

17
Integrated Simulation
Time step 1700
Time step 2700
Time step 3700
Time step 4700
5,2 M element solid mesh 1,3 M cell fluid mesh 4K
timesteps on 512 Frost procs.
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