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Ruochun Zhang

Publications and source records attributed to Ruochun Zhang.

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A Total Lagrangian Finite Element Framework for Multibody Dynamics: Part II -- GPU Implementation and Numerical Experiments

We present the numerical methods and GPU-accelerated implementation underlying a Total Lagrangian finite element framework for finite-deformation flexible multibody dynamics, introduced in the companion paper [1]. The framework supports 10-node quadratic tetrahedral (T10) elements and ANCF beam and shell elements, with quadrature-based hyperelastic response (St. Venant-Kirchhoff and Mooney-Rivlin) and an optional Kelvin-Voigt viscous stress contribution. Time stepping employs a velocity-based implicit backward-Euler scheme, yielding a nonlinear residual in velocity that couples inertia, internal and external forces, and bilateral constraints. Constraints are enforced via an augmented Lagrangian method (ALM), structured as an outer loop alternating an inner velocity solve with a dual-ascent multiplier update. We introduce a two-stage GPU parallelization strategy for internal force and tangent stiffness evaluation, and provide two inner solvers: a first-order AdamW optimizer and a second-order Newton solver that assembles and factorizes a sparse global Hessian on the GPU using cuDSS. A fixed-sparsity matrix strategy eliminates repeated symbolic analysis and enables efficient numerical refactorization across Newton iterations. For collision detection, we present a GPU-native two-thread asynchronous algorithm operating on triangle soups, avoiding bounding-volume hierarchies entirely. Systematic scaling benchmarks across all three supported element types and six mesh resolutions show that the Newton solver achieves approximately one order of magnitude reduction in real-time factor relative to CPU baselines at the largest resolutions tested. The frictional contact model is validated against closed-form rigid-body predictions through quasi-static and dynamic impact unit tests.

cs.CE

Chrono DEM-Engine: A Discrete Element Method dual-GPU simulator with customizable contact forces and element shape

This paper introduces DEM-Engine, a new submodule of Project Chrono, that is designed to carry out Discrete Element Method (DEM) simulations. Based on spherical primitive shapes, DEM-Engine can simulate polydisperse granular materials and handle complex shapes generated as assemblies of primitives, referred to as clumps. DEM-Engine has a multi-tier parallelized structure that is optimized to operate simultaneously on two GPUs. The code uses custom-defined data types to reduce memory footprint and increase bandwidth. A novel "delayed contact detection" algorithm allows the decoupling of the contact detection and force computation, thus splitting the workload into two asynchronous GPU streams. DEM-Engine uses just-in-time compilation to support user-defined contact force models. This paper discusses its C++ and Python interfaces and presents a variety of numerical tests, in which impact forces, complex-shaped particle flows, and a custom force model are validated considering well-known benchmark cases. Additionally, the full potential of the simulator is demonstrated for the investigation of extraterrestrial rover mobility on granular terrain. The chosen case study demonstrates that large-scale co-simulations (comprising 11 million elements) spanning 15 seconds, in conjunction with an external multi-body dynamics system, can be efficiently executed within a day. Lastly, a performance test suggests that DEM-Engine displays linear scaling up to 150 million elements on two NVIDIA A100 GPUs.

cs.CE

A GPU-accelerated simulator for the DEM analysis of granular systems composed of clump-shaped elements

We discuss the use of the Discrete Element Method (DEM) to simulate the dynamics of granular systems made up of elements with nontrivial geometries. The DEM simulator is GPU accelerated and can handle elements whose shape is defined as the union with overlap of diverse sets of spheres with user-specified radii. The simulator can also handle complex materials since each sphere in an element can have its own Young's modulus $E$, Poisson ratio $ν$, friction coefficient $μ$, and coefficient of restitution CoR. To demonstrate the simulator, we produce a "digital simulant" (DS), a replica of the GRC-1 lunar simulant. The DS follows an element size distribution similar but not identical to that of GRC-1. We validate the predictive attributes of the simulator via several numerical experiments: repose angle, cone penetration, drawbar pull, and rover incline-climbing tests. Subsequently, we carry out a sensitivity analysis to gauge how the slope vs. slip curves change when the element shape, element size, and friction coefficient change. The paper concludes with a VIPER rover simulation that confirms a recently proposed granular scaling law. The simulation involves more than 11 million elements composed of more than 34 million spheres of different radii. The simulator works in the Chrono framework and utilizes two GPUs concurrently. The GPU code for the simulator and all numerical experiments discussed are open-source and available on GitHub for reproducibility studies and unfettered use and distribution.

cs.CE

Using a Bayesian-Inference Approach to Calibrating Models for Simulation in Robotics

In robotics, simulation has the potential to reduce design time and costs, and lead to a more robust engineered solution and a safer development process. However, the use of simulators is predicated on the availability of good models. This contribution is concerned with improving the quality of these models via calibration, which is cast herein in a Bayesian framework. First, we discuss the Bayesian machinery involved in model calibration. Then, we demonstrate it in one example: calibration of a vehicle dynamics model that has low degree of freedom count and can be used for state estimation, model predictive control, or path planning. A high fidelity simulator is used to emulate the ``experiments'' and generate the data for the calibration. The merit of this work is not tied to a new Bayesian methodology for calibration, but to the demonstration of how the Bayesian machinery can establish connections among models in computational dynamics, even when the data in use is noisy. The software used to generate the results reported herein is available in a public repository for unfettered use and distribution.

cs.RO