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Particle Simulations Benjamin Glasser Particle Simulations
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Overview Physics of a collision Particle Simulations Continuum models
Experimental perspective Instantaneous collisions Sustained contacts Particle Simulations Hard particle models Event-driven Soft particle models Time stepping Continuum models – There are 2 types of contacts: sustained and instantaneous -Instantaneous contacts are called collisions. -Continuum models similar to the Navier Stokes equations for momentum transfer are desired for particle modeling. Particle Simulations
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Why? To better understand, control, and optimize
Fluidization processes Fluid bed reactors Catalyst manufacture Solids handling operations Powder mixing Hopper flow Geophysical flows Avalanches Mudslides Geophysical formations Sand dunes Martian topography –Systems of particles of all sizes have similar physics, so models can be applied to systems of many length scales. That is why we can assume some physics of nanoparticles are the same as micronsized particles. -It is desired to ultimately model granular systems in a similar manner as fluid systems. -It is desired to both predict and understand granular phenomena such as avalanches and mudslides. Particle Simulations
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History Leonardo da Vinci (1452-1519) Charles de Coulomb (1736-1806)
first to device a simple and convincing experiment demonstrating dry friction. Charles de Coulomb ( ) – Coulomb laws of dry friction between solids – would be extended to granular materials. Michael Faraday ( ) examined how vibrations affect sand piles. William Rankine ( ) examined friction in granular materials. H. Jannsen (1880’s) model of stresses in silos (granular material in a cylinder) Lord Rayleigh ( ) further work on stresses in containers Osborne Reynolds ( ) dilatency – expansion of material during shear Ralph Bagnold (1950’s) sand dunes, role of particle-particle interactions vs. fluid-particle interactions Particle Simulations
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Benefits Ability to see “inside” granular flows Relatively cheap
Permit theoretical investigations Investigate transitions between fluid-like and solid-like behavior Safer to run computer simulations Validate granular experiments Trace every particle Part of a force chain? Versatility to be used for similar systems Quick answers Industry pleasing Manipulate parameters Coefficient of restitution Coefficient of friction Since particles in granular systems are generally opaque, simulations allow you to “see inside” the granular flow to understand its behavior. - Theoretical investigations such as the calculation of stresses and forces within granular flow systems are possible with simulations. - Simulations provide the ability to change only one system parameter at a time and examine its affect on the flow system. This is generally not feasible for experimental systems. They allow you to test out theories via manipulation of properties. Poschel and Scwager. Computational Granular Dynamics. Springer, New York, 2005. Particle Simulations
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A Simple Scenario Two particles approach one another with known initial velocity in a frontal (normal) impact Before: v1 m1 m2 v2 Conservation of momentum! After: m1 u1 m2 u2 You begin by the simple scenario of the collision between two particles. It is desired to ultimately break down the entire granular flow into sums of 2-particle collisions. - The conservation of momentum equation is written, and there are 2 unknowns (exit velocity of each particle). Another equation is required to determine these velocities. It is very important to assume time of collision is very small and momentum is conserved. The another equation required is the Kinetic Energy Equantion. 2 unknowns (u1 and u2) Require another equation W. Goldsmith, Impact: The Theory of Physical Behavior of Colliding Solids, 1960 Particle Simulations
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A Simple Scenario If kinetic energy were conserved (elastic spheres):
Then: and – A conservation of kinetic energy can be written to provide a second correlation in order to determine the exit particle velocities. This is the case for molecules. -This equation is not valid, though, for granular particles due to inelastic particle collisions. However, energy is not conserved inelastic collisions Particle Simulations
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Inelastic Collisions Initial velocity is v, rebound velocity is –ev
Unique to granular materials Why? Permanent deformation Microcracks Deformed surface Acoustic Waves Dissipated through heat Inelastic collisions are defined when the rebound velocity is less than the initial velocity during a collision. In the example of a ball bouncing, the ball will not return to its original height after an inelastic collision. -Inelastic collisions can occur due to permanent deformation of particles (such as brass beads getting “dimples” during collisions) or by energy loss through acoustic waves or other modes of energy loss. Particle Simulations
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Coefficient of Normal Restitution
ε is the coefficient of normal restitution Ratio of pre-collisional to post-collisional velocities Change in Kinetic Energy Function of approaching velocity Common values: Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999. The coefficient of normal restitution is equal to 1 for an elastic collision. In the equation shown, u1-u2 is the difference in pre-collision velocities and v1-v2 represents post-collision velocities. Glass spheres 100 cm/s Steel spheres Brass spheres 0.9 Particle Simulations
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Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999.
Matrix Equations Reference: System center of gravity Particle - Particle Particle – Wall (infinite mass, rigid body) Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999. Matrix equations can be written in order to solve for the unknown exit velocity of each particle after collision. -Describing the collision between a particle and a wall is like a particle colliding with another particle of infinite mass. u0: velocity of wall u1: particle velocity Particle Simulations
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Normal Collision - No Friction
Only translational motion x and y are components of linear momentum ux = -evx uy = vy w1 = w0 w1 x y – The simplest particle-wall collision example is when there is no rotation (spin, occurs when w1=0) in the particle velocity, and the wall has a frictionless surface. There is only translational motion. -The normal vector to the wall is important. -The change in momentum, X, is important since it can be used to calculate the force of collision. Force can be calculated by dividing momentum, X, by contact time. Particle Simulations
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Spin and Friction Spherical, Spinning Ball - Vertical Wall
Precollisional velocities vx vy w0 Compute: ux uy w1 w0 x y w1 x y The next step to a more rigorous model is to incorporate the effects of spin and friction. Particle Simulations
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Normal Collision - Friction
m: coefficient of friction between the ball and the wall Can distinguish between two cases based on m w1 x y Case I: Gliding velocity remains positive and non-zero Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999. Coulomb –The first case of a normal collision is that in which the particle slips while in contact with the wall, and exits during this slip. -In this case, friction does not affect the velocity normal to the wall by definition. Also coefficient of restitution has nothing to do with the slipping of the sphere. -A relationship can be written using Coulomb’s law to relate the tangential and normal forces (tangential force= mu* normal force) -In this situation, both rotation and slipping against the wall are accounted for and rotation and vertical velocity are equivalent from the walls point of view. -Rolling occurs if velocity in y-direction is equal to a times mu. Rotation True when: a: radius 4 Equations, 4 Unknowns (X, ux, uy, w1) Particle Simulations
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Normal Collision - Friction
Case II: Gliding velocity drops to 0 during the collision w1 x y Rotation - The second case is where gliding velocity drops to zero during the collision and the particle experiences only rotation. Stop all tangential motion and go to rolling. Pure rotation True when: Particle Simulations
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Non-Frontal Collision with Friction
1 2 v2 v1 n w1 w2 Two particles Diameter d1 and d2 Mass m1 and m2 Unit vector normal to contact Relative velocity at point of contact A non-frontal collision is when the collision is not aligned with the previously defined x-y coordinate system. The particle approaches the wall from a different angle. Two vectors exist: Normal and Position. Contribution from spin Relative linear velocity The magnitude of the relative velocity |vc| increases when the individual velocities point in opposite directions and when the rotations are in the same direction Particle Simulations
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Tangential Velocity - Rotational Motion
1 2 v2 v1 vc g n Normal component of vc Tangential component of vc Tangential unit vector Angle of impact From normal vector n to relative velocity vc Normal collision: g = p vc,, n An angle of contact between the particles is defined. -Each velocity contribution is broken into a normal and tangential component. The tangential component is due to friction. Glancing collision: g = p/2 vc n Particle Simulations
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Momentum Change Linear change of momentum from a collision
Tangential contribution to angular momentum (torque) Normal component of DP has no contribution for i=1,2 Ii: moment of inertia of particle i The change in angular momentum is the same for both particles Particle Simulations
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Outcome of the Collision
Making use of the equations, one can compute the outcome of the collision Linear Velocity Where: n t P D + = The translation velocities before and after the collision are still related by this –Solving the equations defined in the previous slides, a well-defined solution can be determined. This solution, though more complex, is as solvable as the simplest example of a particle hitting a wall. Angular Velocity Particle Simulations
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Rolling The previous equations describe all collisions on the basis of Coulomb’s Law (m) and e and nothing else Ignored an important physical mechanism: rolling Heuristic model to agree with experiments Fire two spheres together with initial spin and examine the outcomes Coefficient of tangential restitution, b Equal to the smallest of two values: b 0 – Rolling; b 1 – Sliding/Gliding w1 w2 There exists a friction associated with particle rolling. This is in addition to Coulomb’s Law. -The coefficient of tangential restitution, , is defined. It serves as a fudge factor to quantify rolling, sliding, and gliding. Although we only have one parameter it can be separated into two o and 1. Particle Simulations
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Small values of g correspond to dry friction (previous result)
Critical Angle – g0 Applies for this form of the momentum equation Applies for this form of the momentum equation For g > g0: Rolling regime The critical angle, , is used to split the tangential restitution into rolling (o) and sliding (1) components. - For an obtuse critical angle, you would expect sliding of the particles. For g < g0: Sliding/Gliding regime Small values of g correspond to dry friction (previous result) S.F. Forrester et al., Phys. Fluids, 6, p.1108 (1994) Particle Simulations
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Sustained Contacts Consider 2 identical spheres Mass, M Radius, R
Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999. What about particles that are not completely rigid? Spheres can deform Can have interpenetration of the spheres, resulting in long contact times R R Consider 2 identical spheres Mass, M Radius, R relative velocity v x Hertz’s elastic energy - For particles that are not completely rigid, sustained contact modeling is used. -It is assumed that there is a small amount of deformation, . It is up to us to decide when they deform. Metals may have a smaller scale of deformation. -Elastic energy is stored during this deformation, and is given by Hertz’s elastic energy. Stored by each sphere during contact Fan and Zhu, Principles of Gas-Solid Flow, 1998 where E – Young’s modulus s – Poison’s ratio Ratio of transverse strain to longitudinal strain Particle Simulations
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Sustained Contact Quantities
Upon impact the kinetic energy is converted into a reduced kinetic energy and stored elastic energy Energy balance: Velocity drops to zero when the two spheres have overlapped by a distance x0 The entire duration of the collision (up to x0 and recoil) During collision Kinetic Energy (KE) gets converted to reduced KE and stored KE. By writing an energy balance, the duration of collision can be determined in terms of known and measurable quantities. Important: t only depends weakly on v – exponent is 1/5. Thus the duration of impact is only a weak function of the initial relative velocity Particle Simulations
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Example Calculation Answer:
Consider aluminum beads (r = 2.70 g/cc) 1.5 mm in diameter moving towards one another at 5 cm/s. E = 6 x 1011 dynes/cm2 s = 0.3 What is the duration of contact? D=1.5 mm Answer: k = 7 x 1010 dynes/cm3/2 m = 4.77 x 10-3 g t = 1.15 x 10-5 s This example calculation of a collision between aluminum beads gives a reasonable approximation of contact time seen experimentally, at least from an engineering point of view. Therefore, this method is good enough to develop models. Particle Simulations
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Issues Exceed elasticity limit Energy dissipation Spin complications
Plastic, not elastic deformations Model can be adjusted to handle this Energy dissipation Sound waves Heat Spin complications Can handle similar to rigid spheres Other issues are that cohesion and electrostatics have been neglected in this model. Particle Simulations
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Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999.
Particle Simulations Follow trajectories of individual particles Incorporate statics and dynamics Methods Particle dynamics Hard Particles Soft Particles Cellular automata Motion evolves according to simple rules based on lattice sites Monte-Carlo Analogous to molecules but change probabilities to match particles Assumption of molecular chaos Source: Jacques Duran, Sands, Powders, and Grains, Springer, 1999. Source: Thorsten Poschel, Thomas Schwager, Computational Granular Dynamics, Springer, 2005. Baxter and Behringer (1990) Cellular Automata of Granular Flows. Phys. Review A., 42, Following the trajectory of individual particles is called discrete modeling. Cellular automata has been used for a hopper since a particle can move depending on the previous state of the particle. Rosato et al. (1987) Monte Carlo simulation of particulate matter segregation. Powder Technology, 49, 59-69 Particle Simulations
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Boundary Conditions Wall constructed from individual particles
Containers do not follow Newton’s equation of motion Predetermined path as a function of time Vibrated bed Moving plate Rotating vessel Periodic boundaries Can mimic infinitely-wide regions Particle Simulations
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Initial Conditions Depending on the algorithm (predictor-corrector), you may need to define higher order derivatives Most long-term behavior is independent of initial conditions Often, random (non-overlapping) positions and velocities are assigned Particle Simulations
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Hard Particles Event Driven (ED) Strictly binary collisions
No integration of the equations of motion More efficient With gravity Without gravity Collision at (xc, yc + 1/2gt2) Collision at (xc, yc) v10 v20 For collisions with and without gravity, the time to collision is equal. Gravity does not have an impact on the calculation since it is implemented on all particles. Without gravity – straight line paths With gravity – parabolas Time to collision is identical Particle Simulations
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Particle Motion Consider a particle Position vector xi
y xi0 = (x, y) vi0 = (vx, vy) Consider a particle Position vector xi Velocity vector vi Initial position (t=0) xi = xi0 vi = vi0 Undeterred position at time t di Particle Simulations
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Collision Prediction Two particles collide if:
j dj/2 di/2 Insert the equation of motion: (same force on each particle, so the accelerations are equal as well and cancel) -You can determine if and when two particles will collide in a granular flow system. Combine the equation of motion (force balance) with the distance required for collision as shown in the 2nd equation. -If there exists a positive, real root- the particles will collide. -When a collision occurs the norm of the position differences equal to the sum of the particles radii. -If you know velocity and position, you will determine if they collide however, the probability of collision changes at every particle collision since collisions change trajectories. Expand : Real root > 0 collision Particle Simulations
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Scheduling Can schedule the events for N particles in a box
4 walls of a box 4N events N particles N(N-1) events An example stack from t=0 March to t = 0.1, execute the collision, then recalculate the stack The whole stack, or Just events with particles 5 or 7 (much faster) time wall event particle event type 0.1 no yes particle 5 and 7 0.25 particle 3 and wall 1 0.33 particle 2 and 5 … -An Event is considered a Collision and every Collision changes the probability another particle will collide with another. Particle Simulations
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Gridding Predicting collisions between all particles wastes time
Black arrows will rarely collide Divide region into cells Search within cells for collisions Include cell crossings as events Track the cell location of each particle -In order to reduce computational expense. A simulation divides the entire space into cells. At each collision, the probability of one particle hitting another is calculated. In order to reduce the calculation of a particle hitting another far away particle, the space is gridded to only allow close particles to collide, that is only particles that exist in the nearest neighboring cells. Particle Simulations
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Inelastic collapse Left and right particle collide with the middle particles alternately until the motion of all three particles is zero Poschel and Scwager. Computational Granular Dynamics. Springer, New York, 2005. Only for a constant coefficient of restitution Not valid for real materials Experiments suggest e is a function of v Particle Simulations
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2D - Couette Flow U -U Particle Simulations
This is a shear flow example, where both walls are moving in opposite directions. The figure illustrates a “rope like” structure, where particles connect with each other. They group together in clusters due to lose of energy in the tangential direction. Particle Simulations
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3D - Couette Flow Particle Simulations
Examples of high energy systems are fluidized beds, vibration and shear flows. These are cases were no particle sits on another particle. Particle Simulations
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Soft Particles Force-based Time stepping Small overlap allowed
Useful for Statics Dense quasi-static flows To follow particles: F is the normal force on particles proportional to amount of overlap x Soft particle simulations are typically for cases where particles are sitting on particles. An example of this is a hopper flow. Force-based models allow for overlap. Particle Simulations
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Advanced Algorithms Acceleration from force Verlet Algorithm
? program termination data output initialization predictor force computation corrector Verlet Algorithm Position from acceleration Back out velocity An advanced algorithm may determine the trajectory by solving Eulers’ equations or via a predictor or corrector. Predictor – Corrector (left) Predict future acceleration using previous position time derivatives Acceleration from force Adjust the predicted value Poschel (2005) Computational Granular Dynamics. Springer, New York. Particle Simulations
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Contact Models Mutual compression of particles i and j
Spring and Dashpot e may be related to kn and gn Poschel (2005) Computational Granular Dynamics. Springer, New York. Mutual compression of particles i and j Schafer, Dippel & Wolf article Particle Simulations
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Force Calculation In addition to Fn
Fw Fg F2 F3 In addition to Fn Gravity Wall forces Interstitial fluid Spin Cohesion Total of all is the resultant force on the particle, F The overall force is determined by summing all the force variables between the three particles and wall. Particle Simulations
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More Contact Models Hertz Kuwabara and Kono Walton and Braun (right)
Poschel (2005) Computational Granular Dynamics. Springer, New York. Walton and Braun (right) More complicated models accounting for angled forces. Can also include friction in the mechanism Particle Simulations
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Collections of spheres
Discrete Models Shape Issues: Spheres Collections of spheres Arbitrary surfaces Simplest Most Complex Needles Flakes Modeling particles is simplest assuming they are spheres and gets much more complicated when modeling shapes which are not spherical. One possible way to model flakes and needles is by modeling them as a agglomeration of spheres. Particle Simulations
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Results: Constant inter-particle force Model
Optimized Condition: 20,000 particles, 2mm diameter, in an axially smaller rotating drum of 9 cm radius and 1 cm length are considered. The sidewalls are made frictionless to avoid end wall effects. Inter-particle or particle-wall cohesive force is varied such that K=45-75 Avalanches start appearing at K = 30 and become bigger at K =45. Distinct angles of repose are visible at top and bottom of “cascade” layer. Fast-Flo Lactose Size: 100 micron RPM = 7 This is a rolling horizontal drum. The simulation is a Discrete Element Model. Experimentally the particles are not spheres but computationally they are. The angle of repose seems to be in good agreement accounting for the avalanching. K = 45 ; RPM = 20 sp = 0.8 ; dp = 0.1 ; sw = 0.5 dw = 0.5 ; Credit: F. Muzzio Particle Simulations
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Results: Constant inter-particle force Model
Dynamic friction within the particles and the cohesion are increased to simulate the flow of more cohesive material. Wall friction is increased. K = 60 ; RPM = 20 sp = 0.8 ; dp = 0.6 ; sw = 0.8 ; dw = 0.8 K = 75 ; RPM = 20 sp = 0.8 ; dp = 0.6 ; sw = 0.8 ; dw = 0.8 Avicel-101; Size : 50 mm; RPM = 7 Reg. Lactose; Size : 60 mm; RPM = 7 Applying cohesion to the experimental and computational simulation is facilitated. Experimental particle size is decreased computationally, and parameters are changed such as the friction between particles and particle-wall. Both show that the angle of repose increase as cohesion does. Similarities: Increase in size of avalanches. Mixture of splashing and timid bulldozing. Similarities: Mixture of chugging and bulldozing. Periodic Avalanches Bigger Avalanches Credit: F. Muzzio Particle Simulations
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Uniform Binary System Comparison of model and experiment
Optimized Condition: 10,000 red and 10,000 green particles of same size (radius: 1mm) are loaded side by side along the axis of the drum. The drum of radius 9 cm and length of 1 cm is considered. The sidewalls are made frictionless to avoid wall effects. Inter-particle or particle-wall cohesive force is varied such that K=0 – 120 Glass beads (40 mm) RPM=10 K=0 RPM = 20 Colored Avicel (50 mm) RPM=10 K=60 RPM = 20 The computational-time, though, of the simulation is not the same as the experimental real time. The patterns that form are perhaps illustrating that although particles such as Avicel are not spherical they do not need to be modeled as non-spheres. No avalanches. Mixes well in 3-4 revolutions Avalanches appearing Slower mixing Credit: F. Muzzio Particle Simulations
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Non-uniform Binary System
Experiment: Blue (30 mm) and Red glass beads (50 mm) of equal mass are axially loaded side by side in a drum of radius = 7.5 cm and length 30 cm. Simulation: 8000 blue particles (1mm) and 2370 red particles(1.5mm) of same density are loaded side by side along the axis of the drum. Red and blue particles of are of the same total mass. RPM =12 RPM =20 Inter-particle Force Model FRR = KRR WB (red-red pair) FRB = KRB WB (red-blue pair) FBB = KBB WB (blue-blue pair) WB is the weight of a blue particle. When particle size changes, particles of different sizes segregate. This is due to size, as voids are created and particles smaller than this void enter this space where larger particles cannot. Non-cohesive binary mixture : Axial Size Segregation is evident in both the simulation and experiments. (K.M.Hill et.al Phys. Rev. E.,49,1994). Credit: F. Muzzio Particle Simulations
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Example –A Particle/Wall Contact
2D Disk - Flat, Vertical Wall R = 0.5 mm kn = 10 N mm-3/2 Dt = 0.25 s m = kg vp0 = (vx0, vy0) = (1 mm s-1, 0 mm s-1) xp0 = (xx0, xy0) = (1.2 mm, 1 mm) xw = 0 (line from origin to +∞) Here is an example of a particle contacting a wall and bouncing back from the wall. x y x y Particle Simulations
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Results Wall Collision!! Particle Simulations
The simple physics are illustrated. This intuitively makes sense as the particle is moving its velocity does not change until it hits the wall, when the collision occurs an overlap occurs and the direction of movement changes in the opposite direction. Particle Simulations
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Hard vs. Soft When to use hard (event) instead of soft (force)
Average collision duration << Time between collisions Granular gases cosmic dust clouds Unknown interaction force Non-linear materials Complicated particle shapes Can experimentally determine pre- and post-collisional velocities Poschel (2005) Computational Granular Dynamics. Springer, New York. Particle Simulations
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Drawbacks Computationally expensive Dynamic issues
Dt << t to calculate forces 20,000 particles Real time of seconds to minutes Dynamic issues Strain hardening Contact erosion over time Drawbacks of these simulations is their computational expense. Two parameters must be sacrificed, the real-time of the simulation and the number of particles inside of the simulation. Particle Simulations
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Continuum Discrete particles replaced (averaged out) with continuous medium Quantities such as velocity and density are assumed to be smooth functions of position and time Volume element (dv) contains multiple particles Time (dt) should be large compared to time required for a particle to cross dv For Continuum models a large enough length scale averages out particles looking at velocity of groups rather than individual particles. This is only viable if there exists a large enough group of particles. Truesdall, C. and Muncaster, R.G. (1980) – Fundamentals of Maxwell’s Kinetic Theory of a Simple Monatonic Gas. Academic Press, pp. xvi. Particle Simulations
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Continuum Stay in this region where the average quantities are equal to the bulk 10-10 10-6 10-5 10-4 10-3 10-2 10-1 10-7 10-8 10-9 r = mass/volume l (in meters) Particle Simulations
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Continuum Simulation for Granular Flows
Average over a small region in a granular flow. Consider a mass balance over a stationary volume element of size ΔxΔyΔz. Rate of mass accumulation = rate of mass in – rate of mass out Δx Δy Δz Granular Flow Dividing by ΔxΔyΔz and taking limits, we obtain or An area contacting particles is made up of particles and of empty regions. Therefore the density of the volume is proportional to the volume fraction and the density of the particles. Getting an equation gives us how mass varied with time. If mass changed more particles came in than came out, or vice versa. We can extend this approach to calculate momentum and energy balance. Particle Dynamic Simulations – Limited by computational resources Continuum Simulations with physically realistic closures (Use a set of equations for design, control and optimization) More efficient design, scaling & control through Continuum modeling Particle Simulations
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Pseudo-Thermal Energy Balance
Hydrodynamic Model Mass Balance u solids velocity v solids fraction T granular temperature Momentum Balance Pseudo-Thermal Energy Balance Do momentum balance to get velocity. The equation can be expected to be non-Newtonian. Faster particles that bounce are easier to move than stationary particles. This can be solved using a pseudo-thermal energy balance (which describes how fast they are moving compared to their neighbors). The granular temperature is the flucuating particle velocity not the real temperature. Boundary Conditions (Johnson and Jackson, 1987) Force Balance Energy Balance Particle Simulations
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Computational Approaches
Steady State Simulations Linear Stability Analysis Steady state solution is augmented by a small perturbation. The small perturbation has a periodic form. time s = - i determines the rate of growth or decay of the perturbation waves. Transient Integration on Linear Instabilities ( Anderson et al. 1995) Direct Integration Bifurcation Analysis Bubble formation in a gas-particle system. Particle Simulations
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Couette and Channel Geometry
Channel Flow u0 Couette Flow Particle Simulations
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Steady State Solutions for Couette Flows
The structure of fully developed solutions (a) Particle volume fraction, (b) pseudo-thermal temperature, (c) axial velocity. Broken lines: wall is a source of energy. Solid lines: wall is a sink of energy. (Nott et al. 1999) Particle Simulations
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Linear Stability for Couette Flows
Eigenfunctions Associated with Solids Fractions Instability dominated by symmetric patterns Instability dominated by anti-symmetric patterns (Alam and Nott, 1998) Particle Simulations
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Transient Integration in Couette Flows
Skipped (Wang and Tong 1998) Particle Simulations
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Couette Flow with Binary Particles (Steady State)
A: large/heavy particles B: small/light particles (R=dA/dB M=mA/mB) u0 y x Non-uniform Solids Distribution Species Segregation Non-linear Velocity This continuum model can consider particles of different size and tell us if segregation depends on particle size. This model assumes free flowing particles with no collisions. -u0 (Equal Density: R=2, ep=0.9 Mean solids fraction=0.1) Particle Simulations
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Steady State Solutions for Channel Flows
u* dimensionless velocity T* dimensionless granular temperature v solids fraction Solid line: wall is a sink of energy. Broken line: wall is a source of energy. (Wang et al. 1997) Particle Simulations
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Linear Stability for Channel Flows
Eigenfunctions Associated with Solids Fractions Instability dominated by symmetric patterns Instability dominated by anti-symmetric patterns (Wang et al. 1997) Particle Simulations
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Transient Integration in Channel Flows
Solids Fraction Distribution in the Channel Transient Integration for symmetric patterns Transient Integration for anti-symmetric patterns (Wang and Tong 2001) Particle Simulations
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Channel Flow with Binary Particles (Steady State)
A: large/heavy particles B: small/light particles (R=dA/dB M=mA/mB) y x (Equal Density: R=2, ep=0.9 Mean solids fraction=0.1) Particle Simulations
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