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Space Grant Consortium - University of Wisconsin - Green Bay

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which involved dropping an increasing number <strong>of</strong> spheres modeled with rigid body frictional<br />

contacts in a box using two different multibody dynamic engines. The ‘LCP’ column denotes the<br />

program which exploits the improved formulation, while the ‘Penalty’ column uses the<br />

inefficient penalty-based method (Madsen, Pechdimaljian et al. 2007).<br />

The motivation for this research project stems from the fact that a majority <strong>of</strong> the virtual<br />

prototyping s<strong>of</strong>tware used by industry today relies on simple, brute force methods to solve rigidbody<br />

frictional contact problems. This creates a limit on the number <strong>of</strong> frictional contacts that<br />

can be simulated efficiently. High-fidelity models with many contacts, such as tracked vehicles<br />

or vibration feeders, cannot be used in the design process because even small simulations can<br />

take hours to days to complete on a state-<strong>of</strong>-the-art desktop computer. The primary goal <strong>of</strong> this<br />

project is to be able to model and simulate real-life mechanisms by leveraging this new rigidbody<br />

frictional contact formulation. Simulations are expected to take much less time, but<br />

solution accuracy must be maintained if the new method is to be useful. The mechanism <strong>of</strong><br />

choice is a tracked sub-system <strong>of</strong> a hydraulic excavator similar to the model used in a previous<br />

project (Madsen 2007). There are many rigid-body frictional contacts present in the model, and<br />

short simulations using industry grade s<strong>of</strong>tware took many hours to complete.<br />

Table 1: Number <strong>of</strong> rigid spheres vs. CPU time using LCP and Penalty contact approaches<br />

Number <strong>of</strong> Max Number <strong>of</strong> LCP CPU time (seconds) Penalty CPU time (seconds)<br />

Spheres Mutual Contacts<br />

1 1 0.7 0.41<br />

2 3 0.73 3.3<br />

4 14 0.73 7.75<br />

8 44 0.76 25.36<br />

16 152 0.82 102.78<br />

32 560 1.32 644.4<br />

The second goal <strong>of</strong> this research is to determine if the improved fixed-point iterative method will<br />

yield tracked vehicle simulation results that are accurate when compared to those from<br />

previously performed simulations. Concretely, the time evolution <strong>of</strong> the displacements,<br />

velocities, and accelerations <strong>of</strong> all bodies should be similar to the values previously obtained.<br />

This demonstrates that using the new fixed-point iterative method to solve the set <strong>of</strong> LCPs that<br />

arise from modeling frictional contacts as a set <strong>of</strong> unilateral constraints yields accurate results<br />

when compared to identical simulations carried out using proven methods. Because this new<br />

method enforces contact constraints on the velocity-level, there can be a drift in these constraint<br />

equations due to numerical errors (Studer and Glocker 2005). Also, the new formulation is not<br />

proven to have unique solution, although it has been shown to converge to a single solution<br />

under most circumstances (Anitescu 2006).<br />

Procedure<br />

The first step in the project was to select an appropriate model in which to apply the new<br />

multibody dynamic formulation. A hydraulic excavator model similar to that described in<br />

(Madsen 2007) was selected because the system contains many rigid-body frictional contacts.<br />

The computational model is described, and then the modeling procedure using two different<br />

multibody dynamic engines is discussed. The inefficient penalty based formulation for contact<br />

18

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