A virtual test facility (VTF) for studying the three-dimensional dynamic response of solid materials subject to strong shock and detonation waves has been constructed as part of the research program of the Center for Simulating the Dynamic Response of Materials at the California Institute of Technology. The compressible fluid flow is simulated with a Cartesian finite volume method and treating the solid as an embedded moving body, while a Lagrangian finite element scheme is employed to describe the structural response to the hydrodynamic pressure loading. A temporal splitting method is applied to update the position and velocity of the boundary between time steps. The boundary is represented implicitly in the fluid solver with a level set function that is constructed on-the-fly from the unstructured solid surface mesh. Block-structured mesh adaptation with time step refinement in the fluid allows for the efficient consideration of disparate fluid and solid time scales. We detail the design of the employed object-oriented mesh refinement framework AMROC and outline its effective extension for fluid-structure interaction problems. Further, we describe the parallelization of the most important algorithmic components for distributed memory machines and discuss the applied partitioning strategies. As computational examples for typical VTF applications, we present the dynamic deformation of a tantalum cylinder due to the detonation of an interior solid explosive and the impact of an explosion-induced shock wave on a multi-material soft tissue body.
One can generate trajectories to simulate a system of chemical reactions using either Gillespie's direct method or Gibson and Bruck's next reaction method. Because one usually needs many trajectories to understand the dynamics of a system, performance is important. In this paper, we present new formulations of these methods that improve the computational complexity of the algorithms. We present optimized implementations, available from http://cain.sourceforge.net/, that offer better performance than previous work. There is no single method that is best for all problems. Simple formulations often work best for systems with a small number of reactions, while some sophisticated methods offer the best performance for large problems and scale well asymptotically. We investigate the performance of each formulation on simple biological systems using a wide range of problem sizes. We also consider the numerical accuracy of the direct and the next reaction method. We have found that special precautions must be taken in order to ensure that randomness is not discarded during the course of a simulation.
The fluid-structure interaction simulation of shock-and detonation-loaded thin-walled structures requires numerical methods that can cope with large deformations as well as local topology changes. We present a robust level-set-based approach that integrates a Lagrangian thin-shell finite element solver with fracture and fragmentation capabilities and an Eulerian Cartesian fluid solver with optional dynamic mesh adaptation. As computational applications, we consider the plastic deformation of a copper plate impacted by a strong piston-induced pressure wave inside a water pipe and the induction of large plastic deformations and rupture of thin aluminum tubes due to the passage of ethylene-oxygen detonations.
A distance volume is a volume dataset where the value stored at each voxel is the shortest distance to the surface of the object being represented by the volume. Distance volumes are a useful representation in a number of computer graphics applications. In this paper we present a technique for generating a distance volume with sub-voxel accuracy from one type of geometric model, a Constructive Solid Geometry (CSG) model consisting of superellipsoid primitives. The distance volume is generated in a two step process. The first step calculates the shortest distance to the CSG model at a set of points within a narrow band around the evaluated surface. Additionally, a second set of points, labeled the zero set, which lies on the CSG model's surface are computed. A point in the zero set is associated with each point in the narrow band. Once the narrow band and zero set are calculated, a Fast Marching Method is employed to propagate the shortest distance and closest point information out to the remaining voxels in the volume. Our technique has been used to scan convert a number of CSG models, producing distance volumes which have been utilized in a variety of computer graphics applications, e.g.
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