Master Thesis Projects - in ModSimCompMech: Difference between revisions

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=Announced projects=
=Announced projects=
==Collision detection with NURBS==
Collision detection plays an important role in multiphysics simulation. Collisions between two or more objects have to be detected before they can be resolved. In order to resolve a collision, information about the depth, direction and place of the collision is needed. Geometrical objects for collision detection are most easily described in mathematical terms, as e.g. spheres, planes, cylinders, or triangle meshes. In many areas like computer aided design (CAD), modeling (CAM) or engineering (CAE), however, most modeling of three-dimensional objects is done using Non-uniform rational basis splines (NURBS), a mathematical model which makes it easy to create smooth surfaces. Collision detection between objects modeled using NURBS would thus make it possible to directly connect physics simulation with computer aided design, modeling or engineering. The goal of a master thesis project in this field is to compare different existing methods of collision detection for NURBS/NURBS, and implement one approach with highest performance and reliablity.
A student interested in this project should have
* a solid experience in C++ programming,
* experience in 3D-graphics and/or physics simulation, and
* mathematical maturity.


==Merge/split in rigid multibody simulation==
==Merge/split in rigid multibody simulation==

Revision as of 08:10, 26 September 2012

The research group in Modeling and simulation of complex mechanical systems offer projects mainly in computational science and engineering. Your background could be applied mathematics, computer science, computational physics, control, mechanical engineering, robotics - but this is not exclusive. Please contact us with your interest and CV. Feel free also to propose thesis project by yourself.

Announced projects

Merge/split in rigid multibody simulation

Adaptive simplification of rigid multibody systems by merging bodies into agglomerate superbodies can accelerate large-scale simulation by many orders in magnitude. The actions should preserves physical invariants, minimizes computational time, produce consistent pressure force distributions and allow for impulse propagation. Application to vehicle or robot simulations with large piles of contacting bodies.

Quantitative analysis of frictional contact models and solvers

Implement different formulations of dry friction for rigid bodies - some old and some new; performance analysis including: testing pipeline, design of statistical measures, scientific visualization of results.

Parallel numerical solutions of sparse linear systems

  • hierarchical data formats for sparse matrices
  • factorization update and downdate
  • load balancing
  • quantitative comparisons to existing libraries

Geometric contact reduction for 3D objects

It is possible to identify contact points that are redundant to the dynamics contacting rigid body system simulations. Eliminating redundant contact can have dramatic effect on the computational performance. The project include: implementing existing models, development of new techniques (advanced), quantitative evaluation of contact set quality.

Multiphysics: coupling of fluid with rigid multibody dynamics on GPGPU

  • evaluation of solvers
  • evaluation of models for boundary conditions
  • management of shared memory between CPU and GPGPU

Analytical system dynamics

Testing theoretical models and numerical simulations of coupled systems including: rigid multibodies, hydraulics (fluid power), electrical networks, heat transfer.

Adaptive resolution in particle fluid simulation

Extension of existing constraint based particle fluids to adaptive level of detail. Alternatives to particle representation of coarse grained regions. Application to industrial systems or scientific studies of ocean freak waves.

Real-time simulation models of ground-tire interaction and transmission lines

New contact model for ground-tire interaction suitable for real-time simulation of constrained multibody systems. Constraint based modeling of transmission lines. Applications to new design of terrain vehicles.

New contact and friction models

Contact reduction (theory, implementation, analysis); evaluation of a number of existing contact models (implementation, analysis) of Anitescu/Potra, Anitescu/Hart, Kaufamn/Pai, pairwise models, Kane/Pandolfi; development of a new model including reduction, delocalization and aspirity (theory, implementation, analysis); splitting technique for friction LCP solver.

Sparse parallel solvers with applications to QP

Sparse parallel factorization of LDL update and downdate with applications to quadratic programming (QP); block pivot methods for QPs (smoothing, splitting, application to frictional contacts, direct iterative hybrid solver); splitting techniques for frictional LCP solver; GPGPU techniques (sparse direct LDL solver, CG preconditioning, application to QP contact problems).

Time-integration of non-smooth dynamical systems

Linear and nonlinear constraint stabilization, impacts and nonsmooth mechanics, geometric integration and invariants, stable integration of rotational degrees of frodeom, robotics O(N) solver for closed loop systems.

Running projects

  • Projected conjugate-gradient solver for contacting rigid bodies on GPGPU
  • Parallel factorization of symmetric indefinite linear systems
  • Parallelization of conjugate gradient solver for mixed linear complementarity problem

Previous projects

  • A Parallel Blocked Multifrontal Implementation of Colesky Factorization for Sparse Matrices (Olof Sabelström)
  • A constraint based viscoplastic fluid model of granular matter (John Nordberg)
  • Discrete event simulations in forestry technology (Linus Jundén)
  • Constraint Fluids on GPU* (Martin Nilsson)
  • Parallel Simulation of Particle Fluids* (Mattias Linde)
  • Phun* (Emil Ernefeldt)
  • Realtime Simulation of Wires (Fredrik Nordfelth)
  • Real-Time Simulation of Deformable Objects (Niklas Melin)
  • Rigid Body Simulation of Macro Molecules (Christian Svebilius)
  • Simulation of off-road Vehicle (Erik Linder)
  • Shared Control of Mechanical Systems in Virtual Environments (Anders Hansson)
  • Smoothed Particle Hydrodynamics on the Cell Broadband Engine* (Nils Hjelte)
  • Smooth and nonsmooth approaches to simulation of granular matter (Stefan Hedman)
  • ... and several more

'*' was run at VRLab

External projects

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