20,589 research outputs found

    Interactive real-time physics: an intuitive approach to form-finding and structural analysis for design and education

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    Real-time physics simulation has been extensively used in computer games, but its potential has yet to be fully realised in design and education. We present an interactive 3D physics engine with a wide variety of applications. In common with traditional FEM, the use of a local element stiffness matrix is retained. However, unlike typical non-linear FEM routines, elements forces, moments and inertia are appropriately lumped at nodes following the Dynamic Relaxation Method. A semi-implicit time integration scheme updates linear and angular momentum, and subsequently the local coordinate frames of the nodes. The Co-Rotational formulation is used to compute the resultant field of displacements in global coordinates including large deformations. The results obtained compare well against established commercial software. We demonstrate that the method presented allows the making of interactive structural models that can be used in teaching to develop an intuitive understanding of structural behaviour. We also show that the same interactive physics framework allows real-time optimization that can be used for geometric and structural design application

    The Sound Manifesto

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    Computing practice today depends on visual output to drive almost all user interaction. Other senses, such as audition, may be totally neglected, or used tangentially, or used in highly restricted specialized ways. We have excellent audio rendering through D-A conversion, but we lack rich general facilities for modeling and manipulating sound comparable in quality and flexibility to graphics. We need co-ordinated research in several disciplines to improve the use of sound as an interactive information channel. Incremental and separate improvements in synthesis, analysis, speech processing, audiology, acoustics, music, etc. will not alone produce the radical progress that we seek in sonic practice. We also need to create a new central topic of study in digital audio research. The new topic will assimilate the contributions of different disciplines on a common foundation. The key central concept that we lack is sound as a general-purpose information channel. We must investigate the structure of this information channel, which is driven by the co-operative development of auditory perception and physical sound production. Particular audible encodings, such as speech and music, illuminate sonic information by example, but they are no more sufficient for a characterization than typography is sufficient for a characterization of visual information.Comment: To appear in the conference on Critical Technologies for the Future of Computing, part of SPIE's International Symposium on Optical Science and Technology, 30 July to 4 August 2000, San Diego, C

    Merging enriched Finite Element triangle meshes for fast prototyping of alternate solutions in the context of industrial maintenance

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    A new approach to the merging of Finite Element (FE) triangle meshes is proposed. Not only it takes into account the geometric aspects, but it also considers the way the semantic information possibly associated to the groups of entities (nodes, faces) can be maintained. Such high level modification capabilities are of major importance in all the engineering activities requiring fast modifications of meshes without going back to the CAD model. This is especially true in the context of industrial maintenance where the engineers often have to solve critical problems in very short time. Indeed, in this case, the product is already designed, the CAD models are not necessarily available and the FE models might be tuned. Thus, the product behaviour has to be studied and improved during its exploitation while prototyping directly several alternate solutions. Such a framework also finds interest in the preliminary design phases where alternative solutions have to be simulated. The algorithm first removes the intersecting faces in an n-ring neighbourhood so that the filling of the created holes produces triangles whose sizes smoothly evolve according to the possibly heterogeneous sizes of the surrounding triagles. The holefilling algorithm is driven by an aspect ratio factor which ensures that the produced triangulation fits well the FE requirements. It is also constrained by the boundaries of the groups of entities gathering together the simulation semantic. The filled areas are then deformed to blend smoothly with the surroundings meshes
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