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Linear vs Hertz (clockwise)

Asked by Michel Van de gaer

 I just tried the Hertz material in the plug Preprocess > EllGroup (woo.pre.ell2d), and the particles started to go almost emidately in circles, clockwise, even aligning (see pictures/links):
- http://bit.do/Hertz_Mindlin_Clockwise
- http://bit.do/Hertz_Mindlin_Setting

… but they slowed down after a while, interesting stuff. This is the kind of thing that I’m looking for ... like slippery fish.... and a combination with the Linear method that keeps going it would be the ideal mix. From the web I found the pdf-link and quote below about the 'Hertz-Mindlin’ setting … anyway what I’m asking is if you could share your opinion on this.


“The Hertz-Mindlin model begins by assuming that contacting solids are isotropic and elastic, and that the representative dimensions of the contact area are very small compared to the various radii of curvature of the undeformed bodies. Another assumption of the Hertz-Mindlin model is that the two solids are perfectly smooth. Only the normal pressures that arise during contact are considered (the extensions of Hertz theory for the tangential component of traction will be discussed later). The Hertz-Mindlin contact-force-displacement law is nonlinear elastic, with path dependence and dissipation due to slip, and omits relative roll and torsion between the two spheres. Strictly speaking, the simplified contact force-displacement law is thermodynamically inconsistent (i.e., unphysical), since it permits energy generation at no cost. The law is widely used in engineering because of its simplicity. For the particle assembly, the contact forces and displacements are infinite, and the approximation satisfies the accuracy of engineering applications.”
http://www.cflhd.gov/programs/techDevelopment/geotech/velocity/documents/05_chapter_3_numerical_modeling.pdf
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Václav Šmilauer
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Václav Šmilauer (eudoxos) said :
#1

As there is no energy input in the simulation, for the Hertz law, set the restitution coefficient to something close to one, like .99 - we need to dissipate a little bit to avoid numerical explosion (it should not happen, but, oh well - I will check what the energy evolution is, the stuff should be normally conservative); the default value 0.7 probably dissipates too much and the simulation slows down (http://woodem.eu/doc/theory/contact/hertzian.html#coefficient-of-restitution).

I am a bit suspicious about alignment and going in circles, there is inherent axial symmetry and the simulation should not prefer one direction; it might be chaos-like thing where a random perturbation eventually propagates to the global state, but even like that it should be statistically the same probability whether it turns left or right.

Contact models are documented in http://woodem.eu/doc/theory/contact/index.html in detail if you need that.

Cheers, v.

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Michel Van de gaer (michelvandegaer) said :
#2

Yes, mentioning ‘Clockwise’ is rather incidental, it was just to point out that they go round like a clock, CW or CCW is of no importance. I’ve just uploaded a short simulation of this type of action where they go CCW (Counter Clock Wise):

http://youtu.be/t1AHWO4FgMk

And indeed boosting the ‘Restitution coefficient’ up to .99 makes them move more dynamic for a longer time, but by doing so the subtle interaction is gone and they become again chaotic, acting similar to the ‘Linear’ method ... and that *special* circular motion is gone : /

In the text you linked to it says:

“Observable collisions of particles usually result in some energy dissipation of which measure is coefficient of restitution which can be expressed as the ratio of relative velocity before and after collision, ϵ=v0/v1 where v0, v1 are relative velocities before and after collision respectively.” (http://woodem.eu/doc/theory/contact/hertzian.html#coefficient-of-restitution)

… now wouldn’t it be a possible to short-cut the dissipation and put in some sort of recharge-action after each collision where V1 is reset to V0 (V1 => V0). Don’t know if such an intervention is even technically possible?

Incase it would be doable to integrate such a tweak, than the Ellipsoids could keep on moving round like those circular flocking fish at a constant velocity … if this is real or not isn’t so important, cause this method is already ‘unphysical’ as mentioned in the quote in my initial question:

“Strictly speaking, the simplified contact force-displacement law is thermodynamically inconsistent (i.e., unphysical), since it permits energy generation at no cost.”

I’m just think out loud here … and probably seeing things too simplistic : )

best,

m.

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Václav Šmilauer (eudoxos) said :
#3

Hi, what you suggest for the short-cut collision computation, that is not possible with this method (there is a method capable of doing that - called smooth particle dynamics - but it has its own limitations and is not efficient for something denser than very loose media such as gas (as far as I know)). Instead, the integration must e adjusted such that after a number of timesteps, the resulting velocity has the magnitude it should have - that's what the article http://woodem.eu/doc/references.html#antypov2011 deals with. So even when the restitution coefficient is not directly applied, the simulation should have it as result (plus minus numerical noise), so when yo uset it to 1, there should be no energy lost ( there is energy plot in the preprocessor starting from rev 3423).

For the Hertz-Mindlin text you cite (which is a nice reference BTW): the model is thermodynamically inconsistent when there is shear force (IIRC that is the "Mindlin" part), for purely normal deformation (Hertz), it should be energy-conserving (nonlinearly elastic).

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Michel Van de gaer (michelvandegaer) said :
#4

ok, I was wrong in presuming that the material method 'Hertz' you have in your program was the same as 'Hertz-Mindlin' ... it's a variation.

None the less there's an interesting illustration in that paper, where it shows how to spheres are squashed against each other, and there's dissipation. The outcome of this 'squashing' is (almost) identical as the rotation deflection that I'm looking for; during the squashing there is an Internal Action going on, similar to the Internal Action that would happen when the Ellipsoid rotates during a sliding collision, here's a sketch to explain this thought:

http://bit.do/Rotate_Compress

On the left there's a fully elastic particle rotating, on the right there's one that's being compressed.

--

Now the problem with dissipation (COR) set to 1, is that when the particles make contact that there is no Inter-action or Internal-action happening, so they quickly bounce away again in a sharp angle.

Look at the left collision drawing; when the ellipsoid makes contact at point A the oval would immediately move away from that point in a sharp angle, so no sliding and turning nor making longer contact with the floor; or in the case of the drawing on the right, the Squashed contact area probably becomes a single point, and the contact action isn't splashed out. The problem with this seems to be that there is no longer any alignment going on, which is what I'm after.

One extra point regarding conservation of energy or dissipation of it, is that when 2 particles collide, they give each other a push or as on the clear-top-illustration, the squash each other, so what they give the get equally back and there is no loss of energy, unless you start saying that there is some 'heat' production, but this shouldn't be the case for the elastic turning particles.

Anyway, what I don't get is that you can start a simulation in your program with a random tessellated setting and a given velocity for all the particles (V0=1) just out of the blue; so from my layman point of view, I would think that its possible to stop your program, or the individual collisions, and after each fished collision resume with the existing setting, but with the difference that V0 is reset to 1 and perhaps also with Angular velocity set back to 0. So the tessellation is replaced by a newly generated tessellation.

cheers,

m.

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Best Václav Šmilauer (eudoxos) said :
#5

Sorry for later reply. For the squashing (tangent contact force), there will be necessarily some dissipation of energy - either you have friction (by setting tanPhi of the material to non-zero) or when tanPhi is very large (effectively infinite), there will be energy loss related to stored shear elastic energy which disappears from the contact when it breaks. So if you need that, feel free to add friction in the model, you will have the same effect of "rotate-compress" (without modeling the details of how spheres deform, the DEM does not do that, it looks at geometrical overlaps of particles).

The coefficient of restitution cannot be applied as you write. In DEM there is no notion of velocity "before" and "after" contact, as the contact is resolved incrementally. What you write could work for contact of two particles, but:

1. what is the velocity during the contact? it must evolve somehow, and if you have jumps in there, you're asking for trouble. What happens if you compress your simulation a lot, then particles touch all the time and you must still be able to compute the velocity at that moment.

2. what you do when 3 particles are in contact at the same time? Or two in contact, a third particle comes, contacts and leaves again? And so on. All kinds of questions which don't have any good answer.

If you want COR applied at the velocity "before" and "after" collision, check out Molecular Gas Dynamics, also called (IIRC) smooth DEM. Those don't work for dense packing, when particles touch each other continuously, however.

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Michel Van de gaer (michelvandegaer) said :
#6

Thanks Václav Šmilauer, that solved my question.