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We investigate the outcome of collisions of Ceres-sized planetesimals composed of a rocky core and a shell of water ice. These collisions are not only relevant for explaining the formation of planetary embryos in early planetary systems, but also provide insight into the formation of asteroid families and possible water transport via colliding small bodies. Earlier studies show characteristic collision velocities exceeding the bodies mutual escape velocity which - along with the distribution of the impact angles - cover the collision outcome regimes partial accretion, erosion, and hit-and-run leading to different expected fragmentation scenarios. Existing collision simulations use bodies composed of strengthless material; we study the distribution of fragments and their water contents considering the full elasto-plastic continuum mechanics equations also including brittle failure and fragmentation.
We investigated fundamental processes of collisional sticking and fragmentation of dust aggregates by carrying out N-body simulations of submicron-sized icy dust monomers. We examined the condition for collisional growth of two colliding dust aggrega
There is a long-standing debate regarding the origin of the terrestrial planets water as well as the hydrated C-type asteroids. Here we show that the inner Solar Systems water is a simple byproduct of the giant planets formation. Giant planet cores a
This paper uses observations of dusty debris discs, including a growing number of gas detections in these systems, to test our understanding of the origin and evolution of this gaseous component. It is assumed that all debris discs with icy planetesi
Evidence is now compelling that most externally-polluted white dwarfs derive their heavy atoms by accretion from asteroids - the building blocks of rocky planets. Optical and ultraviolet spectroscopy of a small sample of suitable white dwarf stars sh
We present preliminary results of terrestrial planet formation using on the one hand classical numerical integration of hundreds of small bodies on CPUs and on the other hand -- for comparison reasons -- the results of our GPU code with thousands of