Thank you, I will keep working on it and see if I find good solutions.

Best,
Yves

On Wednesday, June 29, 2022 at 1:14:06 AM UTC+3 Dan Negrut wrote:

> David and Yves – if you work together and find a way to contribute back to 
> Chrono::GPU that would be **fantastic**. You’ll likely help other users 
> who have the same needs as you do.
>
> Pull Requests in GitHub would then be the way to go…
>
> I hope I convinced you :-)
>
> Dan
>
>  
>
> -------------------------------------------------
>
> Bernard A. and Frances M. Weideman Professor
>
> NVIDIA CUDA Fellow
>
> Director, Wisconsin Applied Computing Center 
>
> Department of Mechanical Engineering
>
> Department of Computer Science
>
> University of Wisconsin - Madison
>
> 4150ME, 1513 University Avenue
>
> Madison, WI 53706-1572
>
> 608 772 0914 <(608)%20772-0914>
>
> http://sbel.wisc.edu/
>
> http://projectchrono.org/ 
>
> -------------------------------------------------
>
>  
>
> *From:* [email protected] <[email protected]> *On 
> Behalf Of *David Reger
> *Sent:* Tuesday, June 28, 2022 4:36 PM
> *To:* ProjectChrono <[email protected]>
> *Subject:* [chrono] Re: Time in simulations
>
>  
>
> Hi Yves,
>
>  
>
> Let me know if you find a solution to this, it seems we are performing 
> very similar work. Perhaps we can work together to find a way to do this in 
> Chrono.
>
>  
>
> Thanks!
>
> David
>
> On Monday, June 27, 2022 at 11:46:46 AM UTC-6 [email protected] wrote:
>
> Hello,
>
>  
>
> Indeed, I was thinking about changing the time step during the 
> calculation. It is true that the reinsertion is continuous, falling then in 
> the "too often" box. My idea was to simulate the slowly evolving pebble bed 
> with a large time step, but then between each of these large time steps, 
> kind of ignore most of the pebbles' interactions and apply fine steps. In 
> these fine steps, I would have fixed the already existing pebbles (acting 
> then as a wall), and based on the recirculation rate, take few of the 
> bottom pebbles to reinsert them at the top (these would not be fixed 
> anymore). I would simulate that until the new pebbles settle (it should be 
> fairly fast, both in terms of simulated and real time), and then advance to 
> the next large time step.
>
> But now that you tell me that it is not possible as it is with Chrono, I 
> think I will try to approach it in another way.
>
>  
>
> I guess what I could do would be to "depose" these new pebbles on top of 
> the pebble bed, by extracting the position of the top layer of the bed and 
> picking a location not far above this position, instead of just dropping 
> them from the top of the geometry.
>
>  
>
> Yves
>
>  
>
> On Monday, June 27, 2022 at 6:21:00 PM UTC+3 Ruochun Zhang wrote:
>
> Hi Yves,
>
>  
>
> If the problem is multiscale in nature, then it has to be resolved in a 
> multiscale way. I think it is one of the challenges in these kinds of 
> simulations and probably why you are researching it. Sounds like you are 
> already looking for such a solution.
>
>  
>
> If the reinsertion only happens periodically then it may be possible to 
> make the step size large when it happens, and change it back afterwards. It 
> is unfortunate that the time participates the automatic scaling under the 
> hood of the current version of Chrono::GPU, so you cannot just change the 
> step size and go on with the simulation; some kind of re-initialization is 
> needed each time. But still, it can be done.
>
> If the reinsertion happens too often or is too unpredictable then it may 
> be just not worth it. Then it seems difficult to me. Maybe you can reinsert 
> in such a way that it does not induce high velocities. It may link back to 
> how you made these particles move at such a low velocity too. If it is 
> caused by some delicate physics, then wouldn't capturing that physics 
> require a fine time step size to begin with, and thinking about using large 
> steps sizes does not make sense anyway? I do not know enough to comment on 
> how to resolve this multiscale nature exactly.
>
>  
>
> Thank you,
>
> Ruochun
>
> On Monday, June 27, 2022 at 8:23:25 AM UTC-5 [email protected] wrote:
>
> Hello,
>
>  
>
> Thank you for your answer.
>
>  
>
> My case is I guess a bit unusual then, since I try to model a pebble bed 
> reactor.
>
> In this reactor, the spherical elements' axial velocities are on the order 
> of cm/day when they evolve in the pack.
>
>  
>
> However, the circulation of these elements is such that when they reach 
> the bottom of the vessel, they are reinserted at the top and fall back on 
> the pack.
>
> When they fall, their velocities are much higher than 1 cm/day, and so I 
> think I cannot have these time steps too high.
>
> From my preliminary runs, it seems that they crash as they either fall too 
> fast, or the pebble bed completely explodes, and in both cases the spheres 
> get out of the box.
>
>  
>
>  I will try several options and come back with my findings if it works.
>
>  
>
> Yves
>
> On Sunday, June 26, 2022 at 2:30:27 PM UTC+3 Ruochun Zhang wrote:
>
> Hi Yves,
>
>  
>
> The answer depends.
>
>  
>
> About what you should scale, that is a general computational mechanics 
> question and is not specific to DEM, and you should be able to find related 
> readings from textbooks or webpages. If you scale time, then all quantities 
> that involve time must be scaled accordingly. These include velocity, 
> acceleration, Young's modulus etc. However I doubt if it is needed at all. 
> From what I understand, scaling in computational mechanics is usually used 
> to tackle numerical instability (extremely small numbers etc.), and it does 
> not reduce runtime just like there is no free lunch.
>
>  
>
> If the physics in your DEM problem is driven by some extremely small 
> velocity/acceleration (hence the long simulation time), then you should be 
> able to just use large time step sizes. The quality of DEM simulations 
> depends heavily on whether contact events are resolved sufficiently with at 
> least something like 4 time steps. A typical DEM contact event has a short 
> duration (~1e-5 s), so the step size is usually that small. But a contact 
> event with an impact velocity of 1 m/s resolved with a step size of 1 s, 
> has about the same quality as a contact event with an impact velocity of 
> 100 m/s resolved with a step size of 0.01 s. So if the physics you are 
> trying to resolve is "mild", you can use large step sizes, and this is not 
> scaling; if the physics is not "mild" then even scaling will not make it 
> more numerically feasible. But one may be able to say otherwise if the 
> physics driving the simulation is something I did not expect. Then it 
> depends, whether scaling can help.
>
>  
>
> As for what scaling factor/actual time step size you should choose, again 
> it depends. No one can say without knowing the specific problem, and this 
> is something you need to figure out, and sometimes trial-and-error is 
> needed.
>
>  
>
> Thank you,
>
> Ruochun
>
> On Sunday, June 26, 2022 at 4:33:25 AM UTC-5 [email protected] wrote:
>
> Hello,
>
>  
>
> My plan is to simulate a slowly evolving granular system, with time scales 
> of days for the frame rendering, and the whole simulation would probably 
> cover several hundreds of days.
>
>  
>
> Since the DEM time step is usually very low (~1e-5s), I was thinking of 
> scaling down the time. In other words, I would accelerate the process. 
>
>  
>
> But I have now several questions:
>
>  
>
> - First, is it the solution you recommend?
>
> - Since I really do not want to impact the physics of the phenomena in the 
> system, what should I scale as well? I use material-based properties for 
> the simulation. I guess the gravity would have to be scaled, what about the 
> material properties?
>
> - How do I choose the acceleration factor? 1 day could be represented by 
> 1e-5s, 1s, 10s, etc. What kind of criterion is usually used?
>
>  
>
> Thank you,
>
> Yves
>
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