A new computer haptics algorithm to be used in general interactive manipulations of deformable virtual objects is presented. In multimodal interactive simulations, haptic feedback computation often comes from contact forces. Subsequently, the fidelity of haptic rendering depends significantly on contact space modeling. Contact and friction laws between deformable models are often simplified in up to date methods. They do not allow a "realistic" rendering of the subtleties of contact space physical phenomena (such as slip and stick effects due to friction or mechanical coupling between contacts). In this paper, we use Signorini's contact law and Coulomb's friction law as a computer haptics basis. Real-time performance is made possible thanks to a linearization of the behavior in the contact space, formulated as the so-called Delassus operator, and iteratively solved by a Gauss-Seidel type algorithm. Dynamic deformation uses corotational global formulation to obtain the Delassus operator in which the mass and stiffness ratio are dissociated from the simulation time step. This last point is crucial to keep stable haptic feedback. This global approach has been packaged, implemented, and tested. Stable and realistic 6D haptic feedback is demonstrated through a clipping task experiment.
We present a systematic numerical investigation of the shear strength and structure of granular packings composed of irregular polyhedral particles. The angularity of the particles is varied by increasing the number of faces from 8 (octahedronlike shape) to 596. We find that the shear strength increases with angularity up to a maximum value and saturates as the particles become more angular (below 46 faces). At the same time, the packing fraction increases to a peak value but declines for more angular particles. We analyze the connectivity and anisotropy of the microstructure by considering both the contacts and branch vectors joining particle centers. The increase of the shear strength with angularity is shown to be due to a net increase of the fabric and force anisotropies but at higher particle angularity a rapid falloff of the fabric anisotropy is compensated by an increase of force anisotropy, leading thus to the saturation of shear strength.
Discrete element simulation provides some insight into the alteration of railway ballast after repeated train passings. The present Part 1 is devoted to a 2D model of this granular layer interposed between the deformable ground and the rail sleeper, to which a large number of loading cycles is applied. Ballast grains are modelled as indeformable polygonal solids. A detailed account of the application to this frictional dynamical problem of the Non-Smooth Contact Dynamics numerical method is given. Validation is obtained through comparison with physical experiments performed on assemblies of prismatic mineral grains. Numerical results on the settlement of a track submitted to 20,000 loading cycles or more are presented.
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