Palos Verdes Peninsula, CA, United States
Palos Verdes Peninsula, CA, United States

Algoryx Simulation AB was formed in 2007 in Umeå, Sweden as a spin-off company from Umeå University. Algoryx currently has two products Algodoo and AGX Multiphysics a professional physics engine for engineering and real-time simulations. Wikipedia.

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Wang D.,Umeå University | Servin M.,Umeå University | Berglund T.,Algoryx | Mickelsson K.-O.,LKAB R and D | Ronnback S.,Optimation AB
Powder Technology | Year: 2015

The nonsmooth discrete element method (NDEM) has the potential of high computational efficiency for rapid exploration of large design space of systems for processing and transportation of mineral ore. We present parametrization, verification and validation of a simulation model based on NDEM for iron ore green pellet flow in balling circuits. Simulations are compared with camera based measurements of individual pellet motion as well as bulk behavior of pellets on conveyors and in rotating balling drum. It is shown that the NDEM simulation model is applicable for the purpose of analysis, design and control of iron ore pelletizing systems. The sensitivity to model and simulation parameters is investigated. It is found that: the errors associated with large time-step integration do not cause statistically significant errors to the bulk behavior; rolling resistance is a necessary model component; and the outlet flow from the drum is sensitive to fine material adhering to the outlet creating a thick coating that narrows the outlet gaps. © 2015 Elsevier B.V.

Bodin K.,Umeå University | Bodin K.,Algoryx | Lacoursiere C.,Umeå University | Lacoursiere C.,Algoryx | And 2 more authors.
IEEE Transactions on Visualization and Computer Graphics | Year: 2012

We present a fluid simulation method based on Smoothed Particle Hydrodynamics (SPH) in which incompressibility and boundary conditions are enforced using holonomic kinematic constraints on the density. This formulation enables systematic multiphysics integration in which interactions are modeled via similar constraints between the fluid pseudoparticles and impenetrable surfaces of other bodies. These conditions embody Archimede's principle for solids and thus buoyancy results as a direct consequence. We use a variational time stepping scheme suitable for general constrained multibody systems we call SPOOK. Each step requires the solution of only one Mixed Linear Complementarity Problem (MLCP) with very few inequalities, corresponding to solid boundary conditions. We solve this MLCP with a fast iterative method. Overall stability is vastly improved in comparison to the unconstrained version of SPH, and this allows much larger time steps, and an increase in overall performance by two orders of magnitude. Proof of concept is given for computer graphics applications and interactive simulations. © 2011 IEEE.

Servin M.,Umeå University | Lacoursiere C.,Umeå University | Nordfelth F.,Algoryx | Bodin K.,Umeå University
IEEE Transactions on Visualization and Computer Graphics | Year: 2011

We describe a method for the visual interactive simulation of wires contacting with rigid multibodies. The physical model used is a hybrid combining lumped elements and massless quasistatic representations. The latter is based on a kinematic constraint preserving the total length of the wire along a segmented path which can involve multiple bodies simultaneously and dry frictional contact nodes used for roping, lassoing, and fastening. These nodes provide stick and slide friction along the edges of the contacting geometries. The lumped element resolution is adapted dynamically based on local stability criteria, becoming coarser as the tension increases, and up to the purely kinematic representation. Kinematic segments and contact nodes are added, deleted, and propagated based on contact geometries and dry friction configurations. The method gives a dramatic increase in both performance and robustness because it quickly decimates superfluous nodes without loosing stability, yet adapts to complex configurations with many contacts and high curvature, keeping a fixed, large integration time step. Numerical results demonstrating the performance and stability of the adaptive multiresolution scheme are presented along with an array of representative simulation examples illustrating the versatility of the frictional contact model. © 2011 IEEE.

Lacoursiere C.,Umeå University | Linde M.,Algoryx | Sabelstrom O.,Umeå University
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2012

We present a parallel algorithm for the direct factorization of sparse saddle-point matrices of moderate size coming from real-time multibody dynamics simulations. We used the specific structure of these problems both for a priori construction of supernodes and to avoid all dynamic permutations during factorization. For the latter, we present a technique we call "leaf swapping" which performs permutations of the supernodes in the elimination tree without any reference to numerical values. The results compare favorably with currently available high performance codes on our problem sets because of the high overhead necessary to process very large problems on increasingly complex supercomputers. © 2012 Springer-Verlag.

The invention relates to a method for simulating dynamic fluids comprising a plurality of pseudo particles. The method comprising the steps of: defining a fluid mass density of the pseudo particle masses; defining a mass density constraint such that the mass density on each pseudo particle is constrained to a reference mass density of a real fluid, whereby an instant propagation of density fluctuations through the entire fluid system is enabled; performing constraint stabilization on said mass density constraint using a time stepping function, wherein said time stepping function is arranged to conserve global physical symmetries and is stable for violations of said mass density constraint; solving a linear system of equations for said mass density constraint in order to calculate density constraint forces; calculating new time discrete pseudo particle velocities from previous pseudo particle velocities with addition of velocity increments calculated from said density constraint forces; and calculating new time discrete pseudo particle positions from the previous pseudo particle positions with additions of the position increments calculated from said new pseudo particle velocities. The invention also relates to an apparatus for simulating dynamic fluids and a computer program product for the same.

Algoryx | Date: 2011-04-05

Computer game software; educational software that provides simulations of science and engineering processes for use by children, parents and educators. Education, namely, providing hands-on opportunities for children in the field of intuitive engineering through live, broadcast, and on-line classes, seminars, workshops, training and curriculum development for children and educators.

Algoryx | Date: 2011-01-04

Computer software, namely, for electronic games.

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