TL;DR
This paper introduces a scalable computational framework for simulating dense suspensions of rigid particles in Stokes flow, incorporating collision resolution, various particle shapes, and efficient parallel boundary integral methods.
Contribution
It extends collision resolution algorithms to dense suspensions, applicable to any convex shape and Stokes solver, with demonstrated high scalability and versatility.
Findings
Successfully simulates dense suspensions with up to 80,000 particles.
Achieves high parallel scalability on 1792 cores.
Demonstrates versatility with sedimentation and active matter examples.
Abstract
We describe a computational framework for simulating suspensions of rigid particles in Newtonian Stokes flow. One central building block is a collision-resolution algorithm that overcomes the numerical constraints arising from particle collisions. This algorithm extends the well-known complementarity method for non-smooth multi-body dynamics to resolve collisions in dense rigid body suspensions. This approach formulates the collision resolution problem as a linear complementarity problem with geometric `non-overlapping' constraints imposed at each timestep. It is then reformulated as a constrained quadratic programming problem and the Barzilai-Borwein projected gradient descent method is applied for its solution. This framework is designed to be applicable for any convex particle shape, e.g., spheres and spherocylinders, and applicable to any Stokes mobility solver, including the…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
