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a numerical procedure that simulates or imitates
a physical process of compressing an assembly
of hard particles.
A real physical process of compression typically
boundary, such as a piston pressing against the particles
such a scenario, like in ???.
However,
in a more frequently used setting
example reported in paper ???,
where the LSA was firstly
introduced,
the LSA compresses
the virtual particles by "swelling" or expanding them
in a fixed, final (but not necessarily bounded if a periodic
boundary condition is adopted as is done in ???)
virtual volume.
The absolute sizes of the particles are increasing but particle-to-particle relative sizes remain constant.
As a result, in a final, compressed, or "jammed" state,
some particles, the so-called "rattlers," turn out not to be jammed. Rattlers are mobile
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is that it was designed to practically work only
for spherical particles, though the spheres may be
of different sizes ??? ???. Any deviation from the spherical
(or circular in two dimensions) shape, even a simplest one, when spheres are replaced with ellipsoids (or ellipses in two dimensions) ??? ???, causes thus modified LSA to slow down dramatically.
But as long as the shape is spherical,
the LSA is able to handle particle ensembles
in tens to hundreds of thousands How useful is the LSA in dimensions higher than 3
▲on a standard personal computer of today.
is unknown.
== References ==
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