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A PREDICTIVE COMPUTER PROGRAM FOR PROACTIVE DEMOLITION PLANNING Quarterly Progress Report For the period ending Feb 28, 2018 Submitted by: Seung Jae Lee Graduate Student Ali Bakhtiari Affiliation: Department of Civil and Environmental Engineering Florida International University Miami, FL Submitted to: ABC-UTC Florida International University Miami, FL

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Page 1: A PREDICTIVE COMPUTER PROGRAM FOR …...crusher, hammer, etc.), dismantling sequence and associated change in the remaining structural capacity during the demolition process. It is

A PREDICTIVE COMPUTER PROGRAM FOR PROACTIVE

DEMOLITION PLANNING

Quarterly Progress Report

For the period ending Feb 28, 2018

Submitted by:

Seung Jae Lee

Graduate Student – Ali Bakhtiari

Affiliation: Department of Civil and Environmental Engineering

Florida International University

Miami, FL

Submitted to:

ABC-UTC

Florida International University

Miami, FL

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1. Background and Introduction

Bridges represent a significant subpopulation of our civil infrastructure. Majority of them are

deteriorating fast and in need of replacement or rehabilitation. The first step of those

replacement/rehabilitation projects is typically to either entirely or partly demolish the existing

structure. Therefore, proactive planning for controlled demolition is of utmost importance to

proceed with the rest of construction project in a timely manner. Maintaining the integrity of

neighboring infrastructure (e.g., permanent roadways, nearby transmission lines) and the safety of

workers are critical issues, for which contingency plans also must be developed based on any

feasible emergency scenarios.

However, little effort has been given to develop better removal techniques of existing structures,

while great effort has been made to design/construction techniques for new structures. Planning

failure is often unpredictably realized in the demolition project due to inherent uncertainty hard to

characterize ahead, not only in the deteriorated condition of the structure that may be far different

from that of the original design, but also in the mode of destruction that may depend on adopted

demolition methods, types and performance of destruction tools (e.g., wrecking ball, cutter,

crusher, hammer, etc.), dismantling sequence and associated change in the remaining structural

capacity during the demolition process.

It is typically hard to develop a general guideline/specification that can facilitate safe and efficient

demolition, and very limited information has been available to guide structural engineers and

contractors on how to proceed with the demolition of an existing structure. This lack of generalized

procedure has led to structural engineers and contractors approaching the demolition work

differently, and as a result, most states neither specify parameters for demolition equipment nor

require the submission of contractor qualifications with the demolition plans [1].

2. Problem Statement

The potential hazards and inefficiency may be better controlled and possibly eliminated by

leveraging computer simulation that can help realistically predict the demolition process.

However, such computer tools for simulation-aided demolition planning remains to be developed

in the bridge engineering community. This study aims to enhance the predictive capabilities by

developing a numerical simulation technique that can realistically model, simulate and visualize

the bridge demolition, which will better support the engineers and contractors’ decision making.

3. Research Approach and Methods

Simulation of bridge demolition is a challenging problem that requires to numerically model

initiation and propagation of cracks in the material due to mechanical impact by demolition

equipment, and break-up of the structure into pieces. The interaction between the bridge and the

demolition equipment, and the corresponding deformation of damaged bridge and displacement of

debris are physically complex phenomena, for which material transition from a continuous

medium to multiple broken (discontinuous) pieces needs to be realistically modeled. To this end,

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this project adopts a discrete mechanical simulation technique for high-fidelity simulation of such

destruction problems, which commonly model a continuum as a discrete system that is composed

of bonded rigid or deformable elements.

4. Description of Research Project Tasks

The following is a description of tasks carried out to date.

Task 1 – Literature Review

The objective of this task is to make comprehensive literature review regarding the relevant

research efforts that have been made to simulate bridge demolition process using discrete

mechanical simulation technique. Related literature has been extensively reviewed, and brief

summary of the findings is provided as below:

Based on the literature review, it was concluded that there are largely two different types of

approaches can be made depending on the order of dynamics adopted for the simulation: (i) force-

based or (ii) impulse-based dynamic approach.

(a) Force-based dynamic approach has been widely adopted for discrete mechanical simulations.

The interaction of modeled elements is explicitly considered through a set of springs and dashpot,

thus often called mass-spring-dashpot system. The bond is modeled to be broken if the tensile

force exceeds a threshold, and elements separated, which is the major difference from continuum

mechanics frameworks such as the finite element method (FEM). The discrete element method

(DEM) is currently the most popular force-based numerical method in the field of computational

discrete mechanics, and has been widely adopted in a number of cross-disciplinary applications to

model the discontinuities in material and structural systems, e.g., collapse of unreinforced masonry

structures [2], material fracture [3][4], progressive collapse of building structures [5], etc. The

force-based (or acceleration-based) dynamics approach is based on the ordinary 2nd order

dynamics (i.e., f = ma), thus computationally demanding in general especially with the required

simulation fidelity. The time step size ∆t is also limited by the stability criterion for explicit

numerical time integration which is, in turn, determined by modeled element size. In this way, a

very small ∆t is typically used in DEM simulation coupled with needed double-precision for the

numerical stability can result in significant computational costs. This major computational

bottleneck has significantly limited DEM application to relatively small-scale engineering

problems.

(ii) Impulse-based dynamic approach is the other class of discrete mechanical simulation technique

often adopted to realistically present larger scale discrete bodies’ interactions. The impulse-based

dynamics employs a reduced 1st order dynamics to directly manipulate the velocity of discrete

elements (i.e., i = mΔv) compared to the 2nd order dynamics that works on the integration of

accelerations as used in the conventional DEM. The time step size ∆t is limited by the physics of

the problem whereby a too large time step size will result in elements passing through each other,

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but not limited by numerical stability and very small ∆t unlike DEM. Hence, significant numerical

efficiency is demonstrated with almost two orders of speed-up, while the physical plausibility is

still maintained. Consequently, it takes only a few days to simulate a large-scale multi-body

problem, which typically takes several months if the computationally intensive DEM is used to

simulate the same problem. However, the contact force is not an integral part of simulation, which

is the major drawback of the impulse-based dynamics approach, as the primary variables are

collision impulse and velocity, not contact force and acceleration that are still required for

engineering applications. Recently, impulse-based DEM (iDEM) was developed based on the

impulse-based dynamics that retrieves the 2nd order engineering details lost (i.e., contact force)

due to the order reduction in the equation of motion, which enabled the impulse-based dynamics

suitably adopted for engineering simulations [6]. As an incentive, the impulse-based dynamics

approach will allow for more simulations to be performed for a given time while physical

plausibility being maintained. Therefore, this approach will enable to better characterize and

identify the most likely critical scenarios in a demolition project ahead.

Task 2 – Design of the Overall Architecture of the Simulation Framework

The objective of this task is to design overall architecture of the program, which includes various

numerical components required to simulate the demolition. In particular, balancing between

simulation fidelity and computational efficiency will be pursued as the computational framework

to be developed in this study targets solving a field scale problem for use in the engineering

practice, which is different from a conventional fracture mechanics solver that focuses on the

precise crack propagation at a relative small scale.

Figure 1 overviews the overall calculation flow of the simulation framework, which is mainly

composed of 2 parts, i.e., the impulse-based dynamic simulation (Part 1) and the retrieval of the

2nd order engineering details (Part 2). The 1st part corresponds to Stages 1 to 6, while the 2nd part

corresponds to Stage 7 in the figure. This framework adopts the conventional algorithm/code used

in open source physics engines, e.g., Bullet [7], for the impulse-based dynamic simulation (Part

1), and adopts/modifies the algorithm in [6] to develops the retrieval part as an add-on (Part 2).

In Stage 1, the initial conditions such as element shapes, orientations, sizes and other modeling

properties are defined such as the coefficient of restitution. Voronoi tessellation [8] is adopted for

the domain discretization and the pre-fragmentation of bridge members to be destructed. The initial

list of neighboring elements will be then developed. In Stage 2, the initial velocity is updated by

integrating the body force over the given ∆t. This initial velocity calculation will be mostly used

for the trajectory motion update of the demolition debris after onset of breaking and the demolition

tools such as wrecking ball. In Stage 3, the code performs the neighbor search to find nearest

elements. The list of close pairs will be updated as the simulation of demolition proceeds. A general

neighbor search algorithm such as Two Level Search [9] will be used. In Stage 4, more accurate

geometric test is performed to find the contact points between colliding element pairs. In Stage 5,

the collision impulse is computed, for which the solver iteratively goes through all the contact

points between the colliding element pairs until the specified collision law is numerically satisfied.

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The velocity from collision is then updated. In Stage 6, the element position is finally updated. In

Stage 7, i.e., Part 2, the 2nd order engineering details are retrieved from the computed collision

impulse.

Figure 1. Calculation flow of the simulation framework with the stage number shown in circle

Task 3- Code Development

The objective of this task is to implement numerical components, and particular focus will be given

to the retrieval of the 2nd order engineering details lost (i.e., contact force) due to the order

reduction in the equation of motion. The implementation will be done in an object-oriented manner

for the code extensibility to facilitate implementation of any further ideas even after this project is

completed. This project does not consider hardware acceleration technique such as general-

purpose computing on graphics processing units due to the limited project timeframe. However,

the implementation will be made with possibility open to the parallel computation capability that

3

4

6

Neighbor search(close pairs)

Position update( update)

Contact detection(contact pairs)

Collision impulse (ιc) & Vel. update ( )

5

Ret

riev

al o

f th

e 2n

d o

rder

det

ails

7

`

Contact force (fc) retrieval: fc ιc

2Velocity update( update)

Impuls

e-bas

ed

dyn

amic

sim

ulat

ion

START

1Initialization

Use of symplectic Euler time integration method

Two Level Search

Geometric test for inter-element contact

Velocity update from collisional component

Use of sinusoidal function for contact force retrieval

Initial velocity update and incorporation of global damping

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may be added later. Therefore, single instruction multiple data implementation will be considered.

The development is currently in progress.

The team is working on the code implementation for simulation of explosion as one of the major

methods of bridge demolition. Explosion is defined as sudden release of energy that creates

outward propagating pressure front which is known as blast wave. The blast wave is approximated

as an expanding spherical wave with a pressure profile. This pressure is a function of time that can

be defined as the following equation known as Friedlander equation:

𝑝 = 𝑝0(1 −𝑡

𝑡𝑑)𝑒−𝛼𝑡/𝑡𝑑 (1)

where 𝑝 is the instantaneous overpressure at time 𝑡, 𝑝0 the maximum or peak overpressure

observed when 𝑡 is zero, 𝑡𝑑 the time duration and 𝛼 is a constant. The pressure will be applied as

a force to the surrounding bodies as the following equation:

�⃗� = 𝑝(𝑡)𝐴 �⃗⃗�

‖�⃗⃗�‖ (2)

where 𝑝(𝑡) is the pressure generated by explosion, 𝐴 is the projected area of a body and �⃗⃗� is the

position vector which takes the distance of the body from source of explosion into account. For

computer calculations we need to have the overpressure-distance analytic form. For chemical

explosions this overpressure-distance relation can be written as:

𝑝0

𝑃𝑎=

808 ∗ [ 1 + (𝑍4.5

)2

]

√1 + (𝑍

0.048)2 ∗ √1 + (

𝑍0.32)

2

∗ √1 + (𝑍

1.35)2 (3)

where 𝑝0

𝑃𝑎 is the ratio of explosion overpressure to ambient atmospheric pressure and 𝑍 is a scaled

distance. Scaled distances are actual distances in meters when adjusted for explosion yield and

atmospheric conditions. For the reference explosion, actual distances are also scaled distances.

The time duration of the blast wave 𝑡𝑑 is one aspect of its ability to cause damage, for the

damage inflicted depends in part on how long the damaging forces are applied. Because the

positive pressure phase of the blast wave is the more damaging one, and also the duration of this

phase can be measured more precisely, the positive pressure duration can be taken as an index of

the time duration for the entire blast wave system, even though ordinarily the negative phase

seems to last about twice as long as the positive phase. For a chemical explosion:

𝑡𝑑

𝑊13

= 980 ∗ [ 1 + (

𝑍0.54

)10

]

[1 + (𝑍

0.02)3] ∗ [1 + (

𝑍0.74)

6] ∗ √1 + (𝑍6.9)

2

(4)

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where the term 𝑡𝑑

𝑊13

is the duration in milliseconds for an one kilogram TNT explosion and 𝑍 in the

expression is the distance in meters when scaled to the reference of one kilogram TNT in the

standard atmosphere. The general principle of scaling can be illustrated by considering two

similarly proportioned objects for example, two spheres. By geometry, the ratio of the volumes of

these spheres is proportional to the third power of ratios of the diameters. The scaling law for

explosions is based on the principles of geometric similarity and conservation of momentum. It

conforms to the Buckingham Pi theorem in that it represents a functional relationship between

dimensionless ratios of pertinent characteristics. Applying the scaling principle to explosions, we

have:

𝐷𝑠 = 𝑓𝑑 ∗ 𝐷𝑎

𝑊13

(5)

where 𝐷𝑠 is the scaled distance and 𝐷𝑎 is the actual distance from the source of explosion.

Explosive energy release is most readily expressed in terms of the TNT equivalent relative to that

for a reference explosion. The symbol 𝑊 is used for this. The term 𝑓𝑑 is the transmission factor

for distance which is taken as 1 in this study, meaning we ignore the change of atmospheric density

due to explosion [10].

Figure 2 shows how overpressure ratio varies with time for different scaled distances generated by

a 𝑊 equal to 10000 kg of TNT. Figure 3 shows how overpressure ratio due to explosion varies by

scaled distance for different explosion intensities. Explosion intensities are in terms of 𝑊 in

kilograms of TNT. Using these contours, one can estimate the expected overpressure ratio in a

specific distance from explosion source point with respect to explosion intensity applied for a

demolition project. Figure 4 indicates that for having a target overpressure (i.e. a desired amount

of damage) to be applied in a specific distance, how much explosion intensity is required.

As a real example, the demolition of a two-span bridge (each span has a length of 20 meters) is

considered. Total amount of 1000 kg of explosives are located in the end and middle piers of the

bridge. Figure 5 shows how overpressure ratio varies by scaled distance due to explosion at each

pier and Figure 6 shows the total overpressure ratio along the bridge due to the explosion.

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Figure 2. Variation of overpressure ratio vs time for different scaled distances

Figure 3. Explosion intensity contours

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Figure 4. Overpressure ratio contours

Figure 5. Variation of overpressure vs scaled distance for a 2-span bridge exploded by 1 ton of

explosives

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Figure 6. Variation of total overpressure vs scaled distance for a 2-span bridge exploded by 1 ton

of explosives

As far as our approach to the problem is impulse-based (not force-based), the force is converted to

impulse at each time step. If the impulse applied is greater than a threshold defined, the constraints

between meshes will be broken.

The explosion implementation is already done as a framework in Bullet and preliminary

simulations have been performed successfully. Figures 7 and 8 show the explosion implementation

for the Bullet basic example, in which a number cube shaped rigid bodies falling by gravity are

exploded instantly due to an explosion applied. The code development i and a series of bridge

explosion simulations are currently on the process.

Figure 7. Bullet basic example, a number of cube-shaped rigid bodies falling by gravity

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Figure 8. Rigid bodies are exploded and dispersed instantly due to explosion implementation in

Bullet

Task 4- Verification, Calibration and Validation

The objective of this task is to verify the numerical issues in the developed program. Any major

programming issues/errors will be also resolved/debugged through the verification process. The

program will be also calibrated and validated using physical testing data and available video

records obtained from the previous demolition projects. To assess computational efficiency and

simulation fidelity, large scale multi-body simulation will be performed and benchmarked against

any published simulation data.

The simulation visualization is not only important for facilitating the validation of the simulations

in comparison to the actual bridge demolitions in the field, but also required for engineers and

stakeholders to have a clearer view of various demolition scenarios in the decision-making process.

This visualization processing in this project is performed by leveraging Blender [11], which is a

free and open-source 3D computer graphics software toolset. Blender is widely used for creating

animated films, interactive 3D applications and even video games. Moreover, Blender adopts

Bullet [7] as one of the main physics engines and shares some common modeling procedures, e.g.,

Voronoi tessellation for discretization. Therefore, use of Blender facilitates to visualize the

implemented idea in Bullet. Preliminary effort has made for the visualization of bridge demolition

for different demolition scenarios. For each of these, the effort has been given to reproduce the

videos of actual bridge demolition cases. In order to reach to a level of plausibility, the values of

key parameters related to simulation process in software are calibrated by trial and error procedure

until a reasonable level of plausibility is obtained in the simulation mimicking the real demolition.

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A set of simulations have been already carried out in order to reproduce the I-235 Bridge

demolition project. The bridge is modeled with the actual dimensions (including span length, deck

width, pier height), structural element sizes, mass and mechanical properties and then discretized

in Blender to estimate a set of different demolition scenarios through simulations. The demolition

of I-235 Bridge demolition was done by utilizing a wrecking ball, for which three set of simulations

are carried out for one span, two span, and three span bridge respectively. Figure 9 and 10 show

the footage of the one span bridge demolition after the other decks were already destructed. Figure

11 and 12 show the demolition simulation visualized by Blender. There are a set of physics

modeling parameters need to be calibrated for realistic simulations. Table 1 shows the key

parameters used for the reasonable plausibility of the demolition. Figure 13 and 14 show the I-235

Bridge with two spans remaining after all the other decks were destructed. Figure 15 and 16 show

the corresponding visualization performed using the exactly same set of physics modeling

parameters calibrated with the demolition simulation of I-235 Bridge with the single span (Figure

11 and 12). The impact of the location on the three span bridge is then simulated to estimate the

influence of different impact points of the wrecking ball. Four different simulations are performed

for four different impact locations as shown in Figures 17 to 20.

Figure 9. I-235 Bridge with a span about to be demolished by dropping a wrecking ball

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Figure 10.The one last remaining deck of I-235 Bridge demolished by the wrecking ball

Figure 11. The one span I-235 Bridge modeled

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Figure 12. Simulated demolition of the one last remaining deck of I-235 Bridge

Table 1. List of key parameters for the demolition simulation of I-235 Bridge

Parameter Values

Bridge Mass (single span) 107,000 kg

Wrecking Ball Mass 10,000 kg

Fracturing Algorithm Voronoi Boolean

Shard Count 200

Constraint Method Vertex

Constraint Type Hinge

Constraint Limit per mesh island 50

Search Radius 1.00 m

Constraint Breaking Threshold 10000 kgf

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Figure 13. I-235 Bridge with two spans about to be demolished by dropping a wrecking ball

Figure 14. The one of the remaining decks of I-235 Bridge demolished by the wrecking ball

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Figure 15. The two span I-235 Bridge modeled

Figure 16. Simulated demolition of the one of remaining decks in I-235 Bridge

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Figure 17. Simulated demolition of the three span I-235 Bridge, where the wrecking ball is

dropped near the end of the bridge

Figure 18. Simulated demolition of the three span I-235 Bridge, where the wrecking ball is

dropped near the center deck of the bridge.

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Figure 19. Simulated demolition of the three span I-235 Bridge, where the wrecking ball is

dropped on the center deck of the bridge; the hitting point is in the middle of the bridge center

and the neighboring deck on the left

Figure 20. Simulated demolition of the three span I-235 Bridge, where the wrecking ball is

dropped on the bridge center

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Figure 21shows the dismantling demolition using a jackhammer. The corresponding simulation is

shown in Figure 22that presents a good realism. Reproduction of this type of demolition requires

relatively fine mesh compared to the wrecking ball demolition simulation above, which is therefore

computationally more expensive.

Figure 21. Dismantling demolition using a jackhammer

Figure 22. Simulated demolition by jackhammer

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Task 5- Final Report

Final report will be developed to provide the instructions as step-by-step procedures. Tutorials will

be included to showcase simulation of example demolition projects. No work on this task has been

done to date.

5. Expected Results and Specific Deliverables

The project deliverables will be in the form of computer program that enables modeling, simulation

and visualization of bridge demolition. The proposed development plans to adopt existing freeware

(that is freely re-distributable under a public license) for pre- and post-processing, such that anyone

can use the software package without any licensing issues. The final report with tutorials will be

also provided as a deliverable in the package.

6. Schedule

Progress of tasks in this project is shown in the table below.

Month

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19

Task 1

Task 2

Task 3

Task 4

Task 5

Work performed

Work to be performed

7. References

[1] D. Garber, “Compilation of Results from Bridge Demolition DOT Survey,” Miami, FL,

2016.

[2] J. Ghaboussi, “Fully deformable discrete element analysis using a finite element

approach,” Comput. Geotech., vol. 5, no. 3, pp. 175–195, Jan. 1988.

[3] F. A. Tavarez and M. E. Plesha, “Discrete element method for modelling solid and

particulate materials,” Int. J. Numer. Methods Eng., vol. 70, no. 4, pp. 379–404, Apr.

2007.

[4] G. A. D’Addetta, “Discrete Models for Cohesive Frictional Materials,” University of

Stuttgart, 2004.

[5] E. Masoero, F. K. Wittel, H. J. Herrmann, and B. M. Chiaia, “Progressive Collapse

Mechanisms of Brittle and Ductile Framed Structures,” J. Eng. Mech., vol. 136, no. 8, pp.

987–995, Aug. 2010.

[6] S. J. Lee and Y. M. A. Hashash, “iDEM: An impulse-based discrete element method for

fast granular dynamics,” Int. J. Numer. Methods Eng., vol. 104, no. 2, pp. 79–103, Oct.

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2015.

[7] E. Coumans, “Bullet Physics.” 2017.

[8] F. Aurenhammer, “Voronoi diagrams---a survey of a fundamental geometric data

structure,” ACM Comput. Surv., vol. 23, no. 3, pp. 345–405, Sep. 1991.

[9] D. Zhao, E. G. Nezami, Y. M. A. Hashash, and J. Ghaboussi, “Three‐dimensional discrete

element simulation for granular materials,” Eng. Comput., vol. 23, no. 7, pp. 749–770,

Oct. 2006.

[10] Kinney, Gilbert F., and Kenneth J. Graham. Explosive shocks in air. Springer Science &

Business Media, 2013.

[11] The Blender Foundation, “Blender.” 2015.