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2013 | OriginalPaper | Buchkapitel

3. Particle Systems

verfasst von : Murilo G. Coutinho

Erschienen in: Guide to Dynamic Simulations of Rigid Bodies and Particle Systems

Verlag: Springer London

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Abstract

This chapter covers the design and implementation of particle systems as a collection of point mass objects that can collide with each other and other rigid-body objects in the simulation. Even though this is one of the simplest models of particle systems that can be used, the computational efficiency and degree of realism that can be attained with these systems is highly attractive. This chapter also discusses in details the use of spatially dependent interaction forces to model particle-based fluid simulations including a detailed overview of Smoothed Particle Hydrodynamics (SPH).

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Fußnoten
1
Recall from Sect. 2.​4 that the cell decomposition defines a uniform subdivision of the simulated world.
 
2
The local-coordinate frame is defined by the collision normal and tangent plane.
 
3
When collision becomes a contact, the collision normal will also be referred to as the contact normal.
 
4
Notice that F t is zero if a t (t) is zero.
 
5
Later in this section, we shall relax this assumption to show how the system of equations used in the frictionless case can be expanded to handle friction.
 
6
These coefficients need only be computed if friction is taken into account. In the frictionless case, both F t and F k are zero.
 
7
Here, we are already using the result of Sect. 3.5.3 that the matrix A is all zero, save for its diagonal elements.
 
8
Notice that the contact force acting on particle O 2 because of contact C j can be \(+\vec{F}_{j}\) or \(-\vec{F}_{j}\), depending on particle O 2 having index 1 or 2 with respect to contact C j . The following derivations assume the contact force is \(+\vec{F}_{j}\).
 
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Metadaten
Titel
Particle Systems
verfasst von
Murilo G. Coutinho
Copyright-Jahr
2013
Verlag
Springer London
DOI
https://doi.org/10.1007/978-1-4471-4417-5_3