Abstract

An algorithm to re-create virtual aggregates with realistic shapes is presented in this paper. The algorithm has been implemented in the Unity 3D platform. The idea is to re-create realistically the virtual coarse and crushed aggregates that are normally used as a material for the construction of roads. This method consists of two major procedures: (i) to combine a spherical density function with a noise matrix based on the Perlin noise to obtain shapes of appropriate angularity and, (ii) deform the shapes until their minor ferret, aspect ratio and, thickness are equivalent to those wanted. The efficiency of the algorithm has been tested by reproducing nine types of aggregates from different sources. The results obtained indicate that the method proposed can be used to realistically re-create in 3D coarse aggregates.Graphic abstract

Highlights

  • In order to design civil engineering materials, such as asphalt, with optimised workability, durability and mechanical properties, it is of the foremost importance to understand how size distribution and shape of aggregates influence their porosity, stone interlock and amounts of asphalt binder or mortar required for an effective binding action [1, 2].In order achieve a proper design of aggregate-based materials, the specifications allow ranges of gradations and shapes of the particles

  • [9] employed a spherical harmonic function to reproduce over ten thousand of real-shaped aggregates based on the reconstructed aggregate data by X-ray CT technology, and further quantified their shape and size [10, 11]. [13] created realistic particles by assembling spheres, which is could be very costly computationally. [14] created angular particles which, appear realistic do not have morphological properties, such as angularity or sphericity controlled. [15] simulated aggregates using revolution solids. [16] deformed aggregate projections obtained from a CT Scan gradually, until matching with a target distribution

  • The objective of this paper is to show a novel algorithm for the creation of virtual realistic 3D aggregates

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Summary

Introduction

In order to design civil engineering materials, such as asphalt, with optimised workability, durability and mechanical properties, it is of the foremost importance to understand how size distribution and shape of aggregates influence their porosity, stone interlock and amounts of asphalt binder or mortar required for an effective binding action [1, 2].In order achieve a proper design of aggregate-based materials, the specifications allow ranges of gradations and shapes of the particles. There is no standard to determine how particle changes influence the overall material behaviour [3]. The first step to create computer simulations of aggregatebased materials is to reproduce realistic aggregates virtually. [9] employed a spherical harmonic function to reproduce over ten thousand of real-shaped aggregates based on the reconstructed aggregate data by X-ray CT technology, and further quantified their shape and size [10, 11]. Garcia et al [13, 14, 17] were able to generate aggregates with concavities by creating the particles based on surface coordinates generated by a spherical harmonic series

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