Computational Mechanics of Discontinua 1st Edition by Antonio A. Munjiza, Earl E. Knight, Esteban Rougier – Ebook PDF Instant Download/Delivery: 0470970804, 9780470970805
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Product details:
ISBN 10: 0470970804
ISBN 13: 9780470970805
Author: Antonio A. Munjiza, Earl E. Knight, Esteban Rougier
Table of contents:
1 Introduction to Mechanics of Discontinua
1.1 The Concept of Discontinua
1.2 The Paradigm Shift
1.3 Some Problems of Mechanics of Discontinua
1.3.1 Packing
1.3.2 Fracture and Fragmentation
1.3.3 Demolition and Structures in Distress, Progressive Collapse
1.3.4 Nanotechnology
1.3.5 Block Caving
1.3.6 Mineral Processing
1.3.7 Discrete Populations in General
References
Further Reading
2 Methods of Mechanics of Discontinua
2.1 Introduction
2.2 Discrete Element Methods
2.2.1 Spherical Particles
2.2.2 Blocky Particles
2.2.3 Oblique and Super-Quadric Particles
2.2.4 Rigid Potential Field Particles
2.2.5 3D Real Shape Particles
2.2.6 Computer Games and Special Effects
2.3 The Combined Finite-Discrete Element Method
2.4 Molecular Dynamics
2.4.1 Common Potentials
2.5 Smooth Particle Hydrodynamics
2.6 Discrete Populations Approach
2.7 Algorithms and Solutions
References
Further Reading
3 Disc to Edge Contact Interaction in 2D
3.1 Problem Description
3.2 Integration of Normal Contact Force
3.3 Tangential Force
3.4 Equivalent Nodal Forces
Further Reading
4 Triangle to Edge Contact Interaction in 2D
4.1 Problem Description
4.2 Integration of Normal Contact Force
4.3 Tangential Force
4.4 Equivalent Nodal Forces
Further Reading
5 Ball to Surface Contact Interaction in 3D
5.1 Problem Description
5.2 Integration of Normal Contact Force
5.3 Tangential Force
5.4 Equivalent Nodal Forces
Further Reading
6 Tetrahedron to Points Contact Interaction in 3D
6.1 Problem Description
6.2 Integration of Normal Contact Force
6.3 Tangential Force
6.4 Equivalent Nodal Forces
Further Reading
7 Tetrahedron to Triangle Contact Interaction in 3D
7.1 Problem Description
7.2 Integration of Normal Contact Force
7.3 Tangential Force
7.4 Equivalent Nodal Forces
Further Reading
8 Rock Joints
8.1 Introduction
8.2 Interaction between Mesh Entities in 2D
8.2.1 Interaction between a 2D Disk and a Straight Edge
8.2.2 Numerical Integration of the Roller-Edge Interaction
8.3 Joint Dilation
8.4 Shear Resistance of a 2D Rock Joint
8.5 Numerical Examples
References
Further Reading
9 MR Contact Detection Algorithm for Bodies of Similar Size
9.1 The Challenge
9.2 Constraints of MR Contact Detection Algorithm
9.3 Space Decomposition
9.4 Mapping of Spherical Bounding Boxes onto Cells
9.5 Spatial Sorting
9.6 Quick Sort Algorithm
9.7 MR-Linear Sort Algorithm
9.8 Implementation of the MR-Linear Sort Algorithm
9.9 Quick Search Algorithm
9.10 MR-Linear Search Algorithm
9.11 CPU and RAM Performance
9.12 CPU Performance and RAM Consumption
References
Further Reading
10 MR Contact Detection Algorithm for Bodies of Different Sizes
10.1 Introduction
10.2 Description of the Multi-Step-MR Algorithm (MMR)
10.3 Polydispersity
10.4 CPU Performance
10.5 RAM Requirements
10.6 Robustness
10.7 Applications
Further Reading
11 MR Contact Detection Algorithm for Complex Shapes in 2D
11.1 Introduction
11.2 Contactor Circle to Target Point MR Contact Detection Algorithm
11.2.1 Cell Size and Space Boundaries
11.2.2 Rendering of 2D Target Points onto Cells
11.2.3 Sorting of Target Cells
11.2.4 Interrogation Tools for Sorted Target Cells
11.2.5 Rendering of 2D Contactor Circles onto Cells
11.3 Contactor Circle to Target Edge MR Contact Detection Algorithm
11.3.1 Rendering 2D Target Edges onto Cells
11.3.2 Searching for Contacts
11.4 Contactor Triangle to Target Edge MR Contact Detection Algorithm
11.4.1 Rendering 2D Triangles onto Cells
11.5 Extension to Other Shapes
11.6 Reporting of Contacting Couples
Further Reading
12 MR Contact Detection Algorithm for Complex Shapes in 3D
12.1 Introduction
12.2 Rendering Target Simplex Shapes
12.2.1 Rendering 3D Points onto Cells
12.2.2 Rendering 3D Edges onto Cells
12.3 Sorting Target Cells
12.4 Target Cells Interrogation Tools
12.5 Searching for Contacts
12.5.1 Rendering Contactor Tetrahedron
12.5.2 Rendering Contactor Triangular Facet
12.5.3 Rendering Other Contactor Simplex Shapes
Further Reading
13 Parallelization
13.1 Introduction
13.2 Domain Decomposition Approach
13.2.1 Communication Engine
13.2.2 Broadcasting Engine
13.2.3 Summing Engine
13.2.4 Gathering Engine
13.2.5 Distribution of Physical Objects across Processors
13.2.6 Creating Proxies
13.2.7 Relocating Originals
13.3 Graphics Processing Units (GPU)
13.4 Structured Parallelization
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Tags: Antonio A Munjiza, Earl E Knight, Esteban Rougier, Computational Mechanics, Discontinua



