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Title: Precise algorithm to generate random sequential adsorption of hard polygons at saturation

Abstract

Random sequential adsorption (RSA) is a time-dependent packing process, in which particles of certain shapes are randomly and sequentially placed into an empty space without overlap. In the infinite-time limit, the density approaches a "saturation'' limit. Although this limit has attracted particular research interest, the majority of past studies could only probe this limit by extrapolation. We have previously found an algorithm to reach this limit using finite computational time for spherical particles, and could thus determine the saturation density of spheres with high accuracy. Here in this paper, we generalize this algorithm to generate saturated RSA packings of two-dimensional polygons. We also calculate the saturation density for regular polygons of three to ten sides, and obtain results that are consistent with previous, extrapolation-based studies.

Authors:
 [1]
  1. Univ. of Pennsylvania, Philadelphia, PA (United States). Dept. of Physics
Publication Date:
Research Org.:
Univ. of Pennsylvania, Philadelphia, PA (United States)
Sponsoring Org.:
USDOE Office of Science (SC), Basic Energy Sciences (BES) (SC-22)
OSTI Identifier:
1435038
Alternate Identifier(s):
OSTI ID: 1435384
Grant/Contract Number:  
[FG02-05ER46199]
Resource Type:
Accepted Manuscript
Journal Name:
Physical Review E
Additional Journal Information:
[ Journal Volume: 97; Journal Issue: 4]; Journal ID: ISSN 2470-0045
Publisher:
American Physical Society (APS)
Country of Publication:
United States
Language:
English
Subject:
75 CONDENSED MATTER PHYSICS, SUPERCONDUCTIVITY AND SUPERFLUIDITY

Citation Formats

Zhang, G. Precise algorithm to generate random sequential adsorption of hard polygons at saturation. United States: N. p., 2018. Web. doi:10.1103/PhysRevE.97.043311.
Zhang, G. Precise algorithm to generate random sequential adsorption of hard polygons at saturation. United States. doi:10.1103/PhysRevE.97.043311.
Zhang, G. Mon . "Precise algorithm to generate random sequential adsorption of hard polygons at saturation". United States. doi:10.1103/PhysRevE.97.043311. https://www.osti.gov/servlets/purl/1435038.
@article{osti_1435038,
title = {Precise algorithm to generate random sequential adsorption of hard polygons at saturation},
author = {Zhang, G.},
abstractNote = {Random sequential adsorption (RSA) is a time-dependent packing process, in which particles of certain shapes are randomly and sequentially placed into an empty space without overlap. In the infinite-time limit, the density approaches a "saturation'' limit. Although this limit has attracted particular research interest, the majority of past studies could only probe this limit by extrapolation. We have previously found an algorithm to reach this limit using finite computational time for spherical particles, and could thus determine the saturation density of spheres with high accuracy. Here in this paper, we generalize this algorithm to generate saturated RSA packings of two-dimensional polygons. We also calculate the saturation density for regular polygons of three to ten sides, and obtain results that are consistent with previous, extrapolation-based studies.},
doi = {10.1103/PhysRevE.97.043311},
journal = {Physical Review E},
number = [4],
volume = [97],
place = {United States},
year = {2018},
month = {4}
}

Journal Article:
Free Publicly Available Full Text
Publisher's Version of Record

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Cited by: 4 works
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Figures / Tables:

FIG. 1 FIG. 1: Plot of 10 randomly selected voxel centers when the voxel-number-explosion problem happened when generating a saturated RSA packing of squares. Note that a voxel center has a three-dimensional coordinate (x, y, θ), and represents a trial insertion at location (x, y) and orientation θ. Hence, we can usemore » a black square to represent a voxel center. Blue squares are adjacent existing particles. The distance between points A and B is 0.999 992 times the side length of a square. Therefore, inserting a new square at the place indicated by these voxels is impossible.« less

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    Figures/Tables have been extracted from DOE-funded journal article accepted manuscripts.