Abstract
This study focuses on the possible uses of physics engines, and more specifically the Bullet physics library, to simulate granular systems. Physics engines are employed extensively in the video gaming, animation and movie industries to create physically plausible scenes. They are designed to deliver a fast, stable, and optimal simulation of certain systems such as rigid bodies, soft bodies and fluids. This study focuses exclusively on simulating granular media in the context of rigid body dynamics with the Bullet physics library. The first step was to validate the results of the simulations of direct shear testing on uniform-sized metal beads on the basis of laboratory experiments. The difference in the average angle of mobilized frictions was found to be only 1.0°. In addition, a very close match was found between dilatancy in the laboratory samples and in the simulations. A comprehensive study was then conducted to determine the failure and post-failure mechanism. We conclude with the presentation of a simulation of a direct shear test on real soil which demonstrated that Bullet has all the capabilities needed to be used as software for simulating granular systems.
Highlights
Physics engines are extensively used in the video gaming, animation and movie industries to produce physically plausible scenes
Hard contact or soft contact methods can be adopted for rigid-body simulation; finite element or position-based methods are used are used for soft-body simulation; and smoothed particle hydrodynamic approach has become very popular for fluid simulation in recent years and it has been employed in some physics engines [1, 2]
This paper aimed to demonstrate that the Bullet physics engine can be used to simulate granular systems
Summary
Physics engines are extensively used in the video gaming, animation and movie industries to produce physically plausible scenes. This allows game makers, animators and movie editors to dispense with key frames for manually setting the movements of animated objects. Depending on the purpose for which they are developed and the level of development, physics engines can simulate certain physical systems such as rigid bodies, soft bodies and fluids (or combinations of these systems). Hard contact or soft contact methods can be adopted for rigid-body simulation; finite element or position-based methods are used are used for soft-body simulation; and smoothed particle hydrodynamic approach has become very popular for fluid simulation in recent years and it has been employed in some physics engines [1, 2]. Physics engines are developed mainly for gaming and animation purposes and so the source codes are written so that they
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