Lubachevsky–Stillinger algorithm

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Lubachevsky-Stillinger (compression) algorithm (LS algorithm, LSA, or LS protocol) is a numerical procedure that simulates or imitates a physical process of compressing an assembly of hard particles. As the LSA may need thousands of arithmetic operations even for a few particles, it is usually carried out on a digital computer. A physical process of compression often involves a contracting hard boundary of the container, such as a piston pressing against the particles. The LSA is able to simulate such a scenario [1] [2] . However, the LSA was originally introduced [3] [4] in the setting with periodic boundary conditions where the virtual particles were "swelling" or expanding in a fixed, finite virtual volume without hard boundary. The absolute sizes of the particles were increasing but particle-to-particle relative sizes remained constant. In general, the LSA can handle an external compression and an internal particle expansion, both occurring simultaneously and combined with a present or absent hard boundary. In a final, compressed, or "jammed" state, some particles, the so-called "rattlers," are not jammed, they are able to move within "cages" formed by their immobile, jammed neighbors and the boundary, if any. A substantial limitation of the original LS protocol is that it was designed to practically work only for spherical particles, though the spheres may be of different sizes [5]. 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) [6] , causes thus modified LSA to slow down dramatically [7] . But as long as the shape is spherical, the LSA is able to handle particle ensembles in tens to hundreds of thousands on today's (2011) standard personal computers. Only a very limited experience was reported [8] in using the LSA in dimensions higher than 3.

Comments on the algorithm

Particle jamming in LSA is achieved via simulating pre-jammed granular flow. The flow is rendered as a discrete event simulation, the events being particle-particle or particle-boundary collisions with jamming ideally occurring after infinitely many collisions and infinitely lengthy calculations. In practice, the calculations are finite, they are stopped when inter-collision particle runs (except those for the rattlers) become smaller than an explicitly specified small threshold or when they become smaller than an implicit threshold, such as a threshold implied by the computing resolution (for example, by the double precision resolution). The key to the algorithm efficiency is that the calculations are done essentially in an event-driven fashion, rather than in a time-driven fashion. This means that almost no computation is wasted on calculating or maintaining the positions and velocities of the particles between the collisions. Among the event-driven algorithms intended for the same task of simulating granular flow, like, for example, the algorithm of Rapaport Cite error: There are <ref> tags on this page without content in them (see the help page). the LSA is distinguished by a simpler data structure and data handling. For any particle at any stage of calculations the LSA maintains the record of only two events: an old, already processed event, which comprises the processed event time stamp, the particle state (including position and velocity), and, perhaps, another particle or boundary identification, the one with which the particle collided in the past, and a new event proposed for a future processing with a similar set of parameters.

Examples of use

References

  1. ^ Boris D. Lubachevsky and Frank H. Stillinger, Epitaxial frustration in deposited packings of rigid disks and spheres. Physical Review E 70:44, 41604 (2004) http://arxiv.org/PS_cache/cond-mat/pdf/0405/0405650v5.pdf
  2. ^ Crystalline-Amorphous Interface Packings for Disks and Spheres, F. H. Stillinger and B. D. Lubachevsky, J. Stat. Phys. 73, 497-514 (1993)
  3. ^ B. D. Lubachevsky and F. H. Stillinger, Geometric properties of random disk pack- ings, J. Statistical Physics 60 (1990), 561-583
  4. ^ B.D. Lubachevsky, How to Simulate Billiards and Similar Systems, Journal of Computational Physics Volume 94 Issue 2, May 1991 http://arxiv.org/PS_cache/cond-mat/pdf/0503/0503627v2.pdf
  5. ^ Computer Generation of Dense Polydisperse Sphere Packings, A.R. Kansal, S. Torquato, and F.H. Stillinger, J. Chem. Phys. 117, 8212-8218 (2002)
  6. ^ Unusually Dense Crystal Packings of Ellipsoids, A. Donev, F.H. Stillinger, P.M. Chaikin, and S. Torquato, Phys. Rev. Letters 92, 255506 (2004)
  7. ^ http://www.pack-any-shape.com
  8. ^ Packing Hyperspheres in High-Dimensional Euclidean Spaces," M. Skoge, A. Donev, F.H. Stillinger, and S. Torquato, Phys. Rev. E 74, 041127 (2006)