Current projects

Event-driven simulation of a shot peening process

OUTLINE

The system studied here is a set of hard spheres (the shot) confined in a vertically oriented chamber.

The chamber shapes implemented so far are cylinders and boxes. More generic shapes like cones, prisms and pyramids are next.

Shot particles collide with each other and with the chamber walls : side walls, bottom, and top (if any). Between collisions, particles are subject to gravity alone.

The bottom of the chamber consists of a horizontal plate vibrating with a vertical sawtooth motion.

All impacts are inelastic with a two-parameter restitution law for the impact velocity. There is no friction and no particle rotation.

TODO

-add friction, rotation, and a model for tangential velocity restitution

-add support for non-plane vibrating walls

-add support for prism-shaped and pyramid-shaped chambers

-add support for custom-shaped chambers (meshes)

-add support for work hardening (time evolution of elastic properties)

-switch input and output to XML format

DEVELOPMENT TOOLS

-Bloodshed DEV-C++

-Free OpenGL Utility Toolkit (freeglut)

DOWNLOADS

DEV-C++ project files (ZIP, 24kB), rather outdated (2005.03.06)

Benchmark test (ZIP, 127kB) compiled with MinGW DEV-C++, also outdated (2005.03.06)

Selection of demos (ZIP, 1.2MB) used at the CECAM workshop in Lyons, in June 2005 (2005.07.24)

Page last updated on 2005.07.24