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Abstract In this paper, a hybrid Lagrangian–Eulerian topology optimization (LETO) method is proposed to solve the elastic force equilibrium with the Material Point Method (MPM). LETO transfers density information from freely movable Lagrangian carrier particles to a fixed set of Eulerian quadrature points. This transfer is based on a smooth radial kernel involved in the compliance objective to avoid the artificial checkerboard pattern. The quadrature points act as MPM particles embedded in a lower‐resolution grid and enable a subcell multidensity resolution of intricate structures with a reduced computational cost. A quadrature‐level connectivity graph‐based method is adopted to avoid the artificial checkerboard issues commonly existing in multiresolution topology optimization methods. Numerical experiments are provided to demonstrate the efficacy of the proposed approach.more » « less
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We present a GPU algorithm for deformable simulation. Our method offers good computational efficiency and penetration-free guarantee at the same time, which are not common with existing techniques. The main idea is an algorithmic integration of projective dynamics (PD) and incremental potential contact (IPC). PD is a position-based simulation framework, favored for its robust convergence and convenient implementation. We show that PD can be employed to handle the variational optimization with the interior point method e.g., IPC. While conceptually straightforward, this requires a dedicated rework over the collision resolution and the iteration modality to avoid incorrect collision projection with improved numerical convergence. IPC exploits a barrier-based formulation, which yields an infinitely large penalty when the constraint is on the verge of being violated. This mechanism guarantees intersection-free trajectories of deformable bodies during the simulation, as long as they are apart at the rest configuration. On the downside, IPC brings a large amount of nonlinearity to the system, making PD slower to converge. To mitigate this issue, we propose a novel GPU algorithm named A-Jacobi for faster linear solve at the global step of PD. A-Jacobi is based on Jacobi iteration, but it better harvests the computation capacity on modern GPUs by lumping several Jacobi steps into a single iteration. In addition, we also re-design the CCD root finding procedure by using a new minimum-gradient Newton algorithm. Those saved time budgets allow more iterations to accommodate stiff IPC barriers so that the result is both realistic and collision-free. Putting together, our algorithm simulates complicated models of both solids and shells on the GPU at an interactive rate or even in real time.more » « less
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