Enabling Computational Dynamics in Distributed Computing Environments Using a Heterogeneous Computing Template

Author(s):  
Toby Heyn ◽  
Andrew Seidl ◽  
Hammad Mazhar ◽  
David Lamb ◽  
Alessandro Tasora ◽  
...  

This paper describes a software infrastructure made up of tools and libraries designed to assist developers in implementing computational dynamics applications running on heterogeneous and distributed computing environments. Together, these tools and libraries compose a so called Heterogeneous Computing Template (HCT). The heterogeneous and distributed computing hardware infrastructure is assumed herein to be made up of a combination of CPUs and GPUs. The computational dynamics applications targeted to execute on such a hardware topology include many-body dynamics, smoothed-particle hydrodynamics (SPH) fluid simulation, and fluid-solid interaction analysis. The underlying theme of the solution approach embraced by HCT is that of partitioning the domain of interest into a number of sub-domains that are each managed by a separate core/accelerator (CPU/GPU) pair. Five components at the core of HCT enable the envisioned distributed computing approach to large-scale dynamical system simulation: (a) a method for the geometric domain decomposition and mapping onto heterogeneous hardware; (b) methods for proximity computation or collision detection; (c) support for moving data among the corresponding hardware as elements move from subdomain to subdomain; (d) numerical methods for solving the specific dynamics problem of interest; and (e) tools for performing visualization and post-processing in a distributed manner. In this contribution the components (a) and (c) of the HCT are demonstrated via the example of the Discrete Element Method (DEM) for rigid body dynamics with friction and contact. The collision detection task required in frictional-contact dynamics; i.e., task (b) above, is discussed separately and in the context of GPU computing. This task is shown to benefit of a two order of magnitude gain in efficiency when compared to traditional sequential implementations. Note: Reference herein to any specific commercial products, process, or service by trade name, trademark, manufacturer, or otherwise, does not imply its endorsement, recommendation, or favoring by the US Army. The views and opinions of authors expressed herein do not necessarily state or reflect those of the United States Army, and shall not be used for advertising or product endorsement purposes.

Author(s):  
Gabriel Nützi ◽  
Adrian Schweizer ◽  
Michael Möller ◽  
Christoph Glocker

Large-scale contact problems with impacts and Coulomb friction arise in the simulation of rigid body dynamics treated within the non-smooth contact dynamics approach using set-valued force and impact laws. In this paper the parallelization of two popular numerical methods for solving such contact problems on the GPU, being the projected over-relaxed Jacobi (JOR Prox) and projected Gauss-Seidel iteration (SOR Prox), is studied in detail. Performance tests for the parallel JOR and SOR Prox iterations are conducted and a speedup factor of up to 16, depending on the problem size, can be achieved compared to a sequential implementation. This work forms the stepping stone to the simulation of granular media on a computer cluster.


Author(s):  
Atul D. Thakur ◽  
Satyandra K. Gupta

Rigid body dynamics simulations require use of accurate computation of contacts among bodies. Often collision detection algorithms are used for determining the contact between moving bodies. Many mechanical parts have a large number of features and hence collision detection with the detailed part models often slows down the rigid body dynamics simulations. Model simplification techniques developed for efficient graphical rendering may change the part geometry in such a manner that the contact points between parts may change as a result of the simplification. Hence, such simplifications may alter the resulting simulated behavior. In many simulation scenarios, all the parts participating in the simulation are known in advance. In such cases, the simulation context (i.e., a priori knowledge of parts) can be exploited to simplify the part geometries such that the contact points among parts do not change. For example, parts with significant concavities may have regions on their boundaries that will be inaccessible to other parts in the simulation and hence contact points cannot lie on such inaccessible regions. Removing such regions from the parts can simplify the model and hence speed up the simulation for interactive applications.


Author(s):  
Mate Antali ◽  
Gabor Stepan

AbstractIn this paper, the general kinematics and dynamics of a rigid body is analysed, which is in contact with two rigid surfaces in the presence of dry friction. Due to the rolling or slipping state at each contact point, four kinematic scenarios occur. In the two-point rolling case, the contact forces are undetermined; consequently, the condition of the static friction forces cannot be checked from the Coulomb model to decide whether two-point rolling is possible. However, this issue can be resolved within the scope of rigid body dynamics by analysing the nonsmooth vector field of the system at the possible transitions between slipping and rolling. Based on the concept of limit directions of codimension-2 discontinuities, a method is presented to determine the conditions when the two-point rolling is realizable without slipping.


2012 ◽  
Vol 226-228 ◽  
pp. 788-792 ◽  
Author(s):  
Dong Guo ◽  
Min Xu ◽  
Shi Lu Chen

This paper describes a multidisciplinary computational study undertaken to compute the flight trajectories and simultaneously predict the unsteady free flight aerodynamics of aircraft in time domain using an advanced coupled computational fluid dynamics (CFD)/rigid body dynamics (RBD) technique. This incorporation of the flight mechanics equations and controller into the CFD solver loop and the treatment of the mesh, which must move with both the control surface deflections and the rigid motion of the aircraft, are illustrated. This work is a contribution to a wider effort towards the simulation of aeroelastic and flight stability in regions where nonlinear aerodynamics, and hence potentially CFD, can play a key role. Results demonstrating the coupled solution are presented.


2015 ◽  
Vol 69 ◽  
pp. 40-44
Author(s):  
H.M. Yehia ◽  
E. Saleh ◽  
S.F. Megahid

2014 ◽  
Vol 10 (2) ◽  
pp. e1003456 ◽  
Author(s):  
Pascal Carrivain ◽  
Maria Barbi ◽  
Jean-Marc Victor

2012 ◽  
Vol 4 (3) ◽  
Author(s):  
Songtao Liu ◽  
Tian Huang ◽  
Jiangping Mei ◽  
Xueman Zhao ◽  
Panfeng Wang ◽  
...  

This paper deals with the optimal design of a 4-DOF SCARA type (three translations and one rotation) parallel robot using dynamic performance indices and angular constraints within and amongst limbs. The architecture of the robot is briefly addressed with emphasis on the mechanical realization of the articulated traveling plate for achieving a lightweight yet rigid design. On the basis of the kinematic singularity analysis, two types of transmission angle constraints are considered to ensure the kinematic performance. A simplified model of rigid body dynamics is then formulated, with which two global dynamic performance indices are proposed for minimization by taking into account both inertial and centrifugal/Coriolis effects. In addition, the servomotor specifications are estimated using the Extended Adept Cycle. The proposed approach has successfully been employed to develop a prototype machine.


Author(s):  
Maureen J. Murray ◽  
Thomas R. Canfield

Abstract The flexible link and sprocket system of a tracked vehicle was modeled as part of a supercomputing pilot project on a Cray X-MP supercomputer. This computer simulation model utilizes the ADAMS 3-dimensional rigid body dynamics code. Using this ADAMS model of the track system, engineers can simulate the complex action of this three dimensional mechanism, and, through the use of graphics, can illustrate the behavior of the interaction of the components in this track system.


Sign in / Sign up

Export Citation Format

Share Document