The Runout model

The term landslide covers a variety of phenomena ranging from rock avalanches to mudslides and it is unlikely that the same physical mechanism is able to explain the entire range. Before starting to look at the dynamics of a landslide it is therefore necessary to establish exactly what we are trying to model. The models included in this study are based around the assumption that the dynamics of a sturzstrom is governed by particle mechanics rather than continuum mechanics. Mudslides may have boulders embedded in them but it is the fluid (continuous) characteristics of the material that determines its behaviour.

In the context of Runout, we assume a sturzstrom can be represented by a limited number of particles. We will refer to such particles as boulders. Individual boulders are complex multifaceted bodies, but fortunately is it not necessary to include this complexity in our models. If the specific shape of individual rocks during the event were significant, the model would be of little interest as the results would be applicable only to that specific case. We will therefore require a more generic definition of a boulder.

The simplest case we can consider is a collection of smooth spheres of uniform density. Let us therefore consider a uniform sphere with mass M and radius R. The sphere has linear momentum and angular momentum , whereis the moment of inertia. During a collision, linear momentum is exchanged along the axis connecting the centre of mass of the particles involved. The momentum transfer is determined by Huygens’ model. If two spheres have the velocities u1 and u2 (along their common axis) before a collision, their velocities (v1, v2) after the collision are given by:

(1)

and

(2)

where a =1 when the encounter is a perfect, elastic collision while a =0 corresponds to an inelastic collision where the two rocks move in unison afterwards.

Friction affects both the linear momentum perpendicular to the common axis and the angular momentum. Consider a sphere impacting on a plane surface. The perpendicular component of the impact is guided by the equations above, but if the sphere has a horizontal velocity component, a force will decelerate the particle. Hence, if we assume the boulder starts out with a horizontal velocity v0 and no rotation, we , where M is the effective mass of the column above the boulder and m is the mass of the boulder itself. The friction coefficient μ is here replace by a stochastic variable β to account for the variations in terrain and boulder geometry. The Runout model is also capable of dealing with exchange of angular momentum. However, there is no indications that angular momentum plays a significant role in the slide dynamics and angular momentum exchange has been disregarded throughout.

In the Runout model, the rocks are represented by an interaction sphere with radius r. This does not imply that the rock is spherical. The sphere simply represents a dynamic horizon associated with individual rocks. Only when the interaction spheres of two rocks intersect can they exchange momentum.

When we employ the interaction sphere model, the parameters a and β become stochastic variables representing the energy dissipation associated with the collision. The distribution associated with the variables depends on the general shape of the boulders and the material in question. Initially, we will adopt a uniform distribution in the interval [0,1].

The solid material surrounding the slide is represented by a smooth surface forming a boundary which particles are unable to cross. The surfaces are triangular facets and as for the particle-particle interaction, momentum is only transferred when the interaction sphere of a rock intersects the surface.

The methodology used is the discrete element methods where particles interact through forces. The approach consists of two steps, the force calculation and the particle advance. The first step is by far the most processor consuming because of the need to check whether interaction spheres overlap. For a system of N particles this requires N(N-1) checks to be performed. For large numbers of particles the procedure is wasteful because only a few particles are interacting. To overcome this problem, Runout employs a system of districts to which boulders belong. Districts are volumes imposed on a slide. A Particle can only interact with particles in its own district or in one of the adjacent districts. This approach has two advantages. One is that it provides the ability to treat very large particle systems. The other is that it introduces and coarse grain parallelism suitable for distributed processing.

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