Title: Parallel Decomposition-based Contact Response
1Parallel Decomposition-based Contact Response
- Fehmi Cirak
- California Institute of Technology
2Motivation
- 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
3Discrete Variational Mechanics
- Discrete action integral
-
- with collision at time
- Equilibrium and collision equations
- Geometrically admissible configurations
- Constraint on the variations
4Inadmissible Configurations in 3D
Vertex-face collision
Edge-edge collision
Constraint function g is defined as the
tetrahedron volume
5Equilibrium 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
6Momentum 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
?
7Solving 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
8DCR 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
9Spheres 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
10Spheres 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
11Spheres Impact with Friction (?0.5)
12Cubes 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
13Cubes Impact Energies and Momenta
Data for non-smooth impact of five cubes
14Parallel 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
15Parallel 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
16Scalabililty - Two Disk Impact
- Scalability runs performed on Frost by Sharon
Brunett - More tests for different examples in progress
17Integrated 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.