23,774 research outputs found

    Microstructural characterization of creep anisotropy at 673K in the M5® alloy

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    Zirconium alloy tubing is used in pressurized water nuclear reactors in order to prevent fissile material from leaking into the coolant. It can be the first safety wall of nuclear fuel, and is submitted to complex thermomechanical loadings. In consequence, new Nb-modified alloys, such as the M5 alloy, and fine numerical models are being developed to guarantee a better and longer mechanical integrity of these tubes. To identify the physical mechanisms that could be considered in such models, an experimental approach, combining creep tests with electron backscattered diffraction and Transmission electron microscopy investigations, was carried out. Tubular specimens were submitted to multiaxial creep tests at a temperature of 673 K. Seven ratios between the axial and hoop applied stresses were investigated. It enabled a macroscopic evidence of the creep anisotropy. Besides, EBSD analyses on a mesoscopic- sized non deformed area led to the characterization of the variation of the average Schmid factor with the direction of loading. Finally,TEM observations were done on seven crept samples, corresponding to the seven directions of loading tested mechanically. The variations of the different parameters investigated (activated slip systems, dislocation densities, curvatures of the dislocations) can be seen as the effects of the creep anisotropy at a microscopic scale. The correlation between results is then discussed in a multiscale frame

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft
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