Computer Aided Design: Lecture Notes
Computer Aided Design: Lecture Notes
Computer Aided Design: Lecture Notes
com
Lecture Notes
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UNIT I
Product cycle- Design process- sequential and concurrent engineering- Computer aided
design CAD system architecture- Computer graphics co-ordinate systems- 2D and 3D
transformations- homogeneous coordinates - Line drawing -Clipping- viewing transformation
(ii)
(iii)
(iv)
technology used to access this data and knowledge. PLM as a discipline appeared from tools such
as CAD, CAM and PDM, but can be viewed as the combination of these tools with processes, methods
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and people through all stages of a products life cycle. PLM is not just about software technology but is
also a business approach.
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improvement to existing products as well as planned obsolescence. The main tool used for design and
development is CAD. This can be simple 2D drawing / drafting or 3D parametric feature based
solid/surface modeling.
This step covers many engineering disciplines including: electronic, electrical, mechanical, and
civil. Besides the actual making of geometry there is the analysis of the components and assemblies.
Optimization, Validation and Simulation activities are carried out using Computer Aided
Engineering (CAE) software. These are used to perform various tasks such as: Computational Fluid
Dynamics (CFD); Finite Element Analysis (FEA); and Mechanical Event Simulation (MES). Computer
Aided Quality (CAQ) is used for activities such as Dimensional tolerance analysis. One more task
carried out at this step is the sourcing of bought out components with the aid of procurement process.
Step 3: Realize
Manufacture, Make, Build, Procure, Produce, Sell and Deliver
Once the design of the components is complete the method of manufacturing is finalized. This
includes CAD operations such as generation of CNC Machining instructions for the products
component as well as tools to manufacture those components, using integrated Computer Aided
Manufacturing (CAM) software.
It includes Production Planning tools for carrying out plant and factory layout and production
simulation. Once details components are manufactured their geometrical form and dimensions can be
verified against the original data with the use of Computer Aided Inspection Equipment (CAIE).
Parallel to the engineering tasks, sales and marketing work take place. This could consist of transferring
engineering data to a web based sales configuration.
Step 4: Service
Use, Operate, Maintain, Support, Sustain, Phase-out, Retire, Recycle and Disposal
The final step of the lifecycle includes managing of information related to service for repair and
maintenance, as well as recycling and waste management information. This involves using tools like
Maintenance, Repair and Operations Management software.
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3. Conceptualization
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A Concept Study is the stage of project planning that includes developing ideas and taking into
account the all features of executing those ideas. This stage of a project is done to reduce the likelihood
of assess risks, error and evaluate the potential success of the planned project.
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operations, and selection of jigs, fixtures, and tooling. This stage also includes testing a working
prototype to confirm the created part meets qualification standards.
With the finishing of qualification testing and prototype testing, the design process is
completed.
Concurrent Engineering
Sequential engineering is the term used to In concurrent engineering, various tasks are
explain the method of production in a handled at the same time, and not essentially
linear system. The various steps are done in the standard order. This means that info
one after another, with all attention and found out later in the course can be added to
resources focused on that single task.
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and services.
services.
Process and Product are not matched to Process and Product are coordinated to
attain optimal matching.
Decision
making
experts.
involvement.
involves
full
team
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A CAD system can be seen as develop from the interaction of a Graphical User Interface (GUI)
with NURBS geometry and Boundary representation data through a kernel for geometric modeling. A
geometry constraint engine may also be employed to organize the associative relationships between
components in an assembly.
Unexpected facilities of these relationships have led to a new form of prototyping called digital
prototyping. In difference to physical prototypes, which involve manufacturing time in the design. CAD
models can be created by a computer after the physical prototype has been scanned using an CT
scanning device. Based on the nature of the business, digital or physical prototypes can be primarily
selected according to specific requirements.
Currently, no special hardware is required for CAD software. However, some special CAD
systems can do graphically and computationally intensive tasks, so a higher end graphics card, high
speed CPUs may be suggested. CAD systems exist for all the major platforms and some packages even
perform multiple platforms.
The human-machine interface is generally through a mouse but can also be using a
digitizing graphics tablet. Handling of the view of the part on the screen is also sometimes done with the
help of a Space mouse or Space Ball. Special CAD systems also support stereoscopic glasses
for viewing the 3D objects.
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Design Process
Conceptualization
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Modeling and
Simulation
Design Analysis
Structural optimization
Design Optimization
Design evaluation
Communication and
Documentation
preparation of Environmental Impact Reports, in which proposed CAD buildings are superimposed into
photographs of existing situation to represent what that conditions will be like, where the proposed
services are allowed to be built.
Parameters and constraints can be used to get the size, shape, and other properties of the
modeling elements. The features of the CAD system can be used for the several tools for measurement
such as yield strength, tensile strength and electrical or electro-magnetic properties.
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designed and executed to meet the specified facilities. Computer architecture engages different aspects,
including instruction set architecture design, logic design, and implementation. The implementation
includes Integrated Circuit Design, Power, and Cooling. Optimization of the design needs expertise with
Compilers, Operating Systems and Packaging.
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UNIT II
GEOMETRIC MODELING
Representation of curves- Hermite curve- Bezier curve- B-spline curves-rational curvesTechniques for surface modeling surface patch- Coons and bicubic patches- Bezier and Bspline surfaces. Solid modeling techniques- CSG and B-rep
Geometric Modeling
2.1. Introduction
Geometric modeling is a part of computational geometry and applied mathematics that studies
algorithms and techniques for the mathematical description of shapes.
The shapes defined in geometric modeling are generally 2D or 3D, even though several of its
principles and tools can be used to sets of any finite dimension. Geometric modeling is created with
computer based applications. 2D models are significant in computer technical drawing and
typography. 3D models are fundamental to CAD and CAM and extensively used in many applied
technical branches such as civil engineering and mechanical engineering and medical image processing.
Geometric models are commonly differentiated from object oriented models and procedural,
which describe the shape perfectly by an opaque algorithm that creates its appearance. They are also
compared with volumetric models and digital images which shows the shape as a subset of a regular
partition of space; and with fractal models that provide an infinitely recursive description of the shape.
Though, these differences are often fuzzy: for example, a image can be interpreted as a collection
of colored squares; and geometric shape of circles are defined by implicit mathematical equations. Also,
a fractal model gives a parametric model when its recursive description is truncated to a finite depth.
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2.2.1.Conic Section
Conventionally, the three kinds of conic section are the hyperbola, the ellipse and the parabola.
The circle is a unique case of the ellipse, and is of adequate interest in its own right that it is sometimes
described the fourth kind of conic section. The method of a conic relates to its eccentricity, those with
eccentricity less than one is ellipses, those with eccentricity equal to one is parabolas, and those with
eccentricity greater than one is hyperbolas. In the focus, directrix describes a conic the circle is a
limiting with eccentricity zero. In modern geometry some degenerate methods, such as the combination
of two lines, are integrated as conics as well.
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Table 2.1. Conic Sections
The non-circular conic sections are accurately those curves that, for a point F, a line L not
having F and a number e which is non-negative, are the locus of points whose distance
to F equals e
multiplies
their
distance
to L. F is
called
directrix,
polynomial
splines
are
specially
used
in computer
geometric
modeling to
attain curves that pass via defined points of the plane in 3D space. In these purposes, each coordinate of
the plane is individually interpolated by a cubic spline function of a divided parametert.
Cubic splines can be completed to functions of different parameters, in several ways. Bicubic
splines are frequently used to interpolate data on a common rectangular grid, such as pixel values in
a digital picture. Bicubic surface patches, described by three bicubic splines, are an necessary tool in
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computer graphics. Hermite curves are simple to calculate but also more powerful. They are used to
well interpolate between key points.
These four vectors are basically multiplied with four Hermite basis functions h1(s), h2(s), h3(s)
and,h4(s) and added together.
h1(s) = 2s3 - 3s2 + 1
h2(s) = -2s3 + 3s2
h3(s) = s3 - 2s2 + s
h4(s) = s3 - s2
Figure 2.3 shows the functions of Hermite Curve of the 4 functions (from left to right: h1, h2, h3, h4).
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At the moment, multiply the start point with function h1 and the endpoint with function h2.
Let s varies from zero to one to interpolate between start and endpoint of Hermite Curve. Function
h3 and function h4 are used to the tangents in the similar way. They make confident that the Hermite
curve bends in the desired direction at the start and endpoint.
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end control points are commonly the end points of the curve; but, the intermediate control points
normally do not lie on the curve.
(i) Linear Bezier curves
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From which it can be finished that the tangents to the curve at P0 and P2 intersect at P1. While
t increases from zero to one, the curve departs from P0 in the direction of P1, then turns to land
at P2 from the direction of P1.
The following equation is a second derivative of the Bezier curve with respect to t:
A quadratic Bezier curve is represent a parabolic segment. Since a parabola curve is a conic
section, a few sources refer to quadratic Beziers as conic arcs.
(iii) Cubic Bezier curves
As shown in figure 2.7, four control points P0, P1, P2 and P3 in the higher-dimensional space
describe as a Cubic Bezier curve. The curve begins at P0 going on the way to P1 and reaches at P3
coming from the direction of P2. Typically, it will not pass through control points P1 / P2, these points
are only there to give directional data. The distance between P0 and P1 determines how fast and how
far the curve travels towards P1 before turning towards P2.
Pi, Pj, Pk
(t) for the quadratic Bezier curve written by points Pi, Pj, and Pk, the
cubic Bezier curve can be described as a linear blending of two quadratic Bezier curves:
For several choices of P1 and P2 the Bezier curve may meet itself.
Any sequence of any four dissimilar points can be changed to a cubic Bezier curve that goes via
all four points in order. Given the beginning and ending point of a few cubic Bezier curve, and the
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points beside the curve equivalent to t = 1/3 and t = 2/3, the control points for the original Bezier curve
can be improved.
The following equation represent first derivative of the cubic Bezier curve with respect to t:
The following equation represent second derivative of the Bezier curve with respect to t:
The Bezier curve starts at P0 and ends at Pn; this is known as endpoint interpolation property.
The Bezier curve is a straight line when all the control points of a cure are collinear.
The beginning of the Bezier curve is tangent to the first portion of the Bezier polygon.
A Bezier curve can be divided at any point into two sub curves, each of which is also a Bezier
curve.
A few curves that look like simple, such as the circle, cannot be expressed accurately by a Bezier;
via four piece cubic Bezier curve can similar a circle, with a maximum radial error of less than one
part in a thousand (Fig.2.8).
Each quadratic Bezier curve is become a cubic Bezier curve, and more commonly, each
degree n Bezier curve is also a degree m curve for any m > n.
Bezier curves have the different diminishing property. A Bezier curves does not ripple more than
the polygon of its control points, and may actually ripple less than that.
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Bezier curve is similar with respect to t and (1-t). This represents that the sequence of control points
defining the curve can be changes without modify of the curve shape.
Bezier curve shape can be edited by either modifying one or more vertices of its polygon or by
keeping the polygon unchanged or simplifying multiple coincident points at a vertex (Fig .2.19).
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Point B (t) is interpolated linearly between Q0(t) to Q1(t) and expresses a quadratic Bezier curve.
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UNIT III
VISUAL REALISM
Visual Realism
3.1. Introduction
Visual Realism is a method for interpreting picture data fed into a computer and for creating
pictures from difficult multidimensional data sets. Visualization can be classified as :
Parallel projections
Perspective projection.
Shaded models
Hidden line and surface removal methods remove the uncertainty of the displays of 3D models
and is accepted the first step towards visual realism. Shaded images can only be created for surface and
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solid models. In multiple step shading process, the first step is removing the hidden surfaces / solids and
second step is shades the visible area only. Shaded images provide the maximum level of visualization.
The processes of hidden removal need huge amounts of computing times and also upper end
hardware services. The creation and maintenance of such a models are become complex. Hence,
creating real time images needs higher end computers with the shading algorithms embedded into the
hardware.
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Imagines that objects are modeled with lines and lines are generated where surfaces join. If only
the visible surfaces are created then the invisible lines are automatically removed.
Priority
ABCE
ADFG
DCEF
ABHG
EFGH
BCEH
ABCD, ADFG, DCEF are given higher priority-1. Hence, all lines in this faces are visible, that
is, AB, BC, CD, DA, AD, DF, FG, AG, DC, CE, EF and DF are visible.
AGHB, EFGH, BCEH are given lower priority-2. Hence, all lines in this faces other than
priority-1 are invisible, that is BH, EH and GH. These lines must be eliminated.
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3.3. Hidden surface removal
The hidden surface removal is the procedure used to find which surfaces are not visible from a
certain view. A hidden surface removal algorithm is a solution to the visibility issue, which was one of
the first key issues in the field of three dimensional graphics. The procedure of hidden surface
identification is called as hiding, and such an algorithm is called a hider. Hidden surface identification
is essential to render a 3D image properly, so that one cannot see through walls in virtual reality.
Hidden surface identification is a method by which surfaces which should not be visible to the
user are prohibited from being rendered. In spite of benefits in hardware potential there is still a
requirement for difficult rendering algorithms. The accountability of a rendering engine is to permit for
bigger world spaces and as the worlds size approaches infinity the rendering engine should not slow
down but maintain at constant speed.
There are many methods for hidden surface identification. They are basically a work out
in sorting, and generally vary in the order in which the sort is executed and how the problem is
subdivided. Sorting more values of graphics primitives is generally done by divide.
3.3.1. Z - buffer algorithm
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when image being drawn, if its z coordinate at a position is higher than z buffer value, it is
drawn, and new z coordinate value is stored; or else, it is not drawn
If a line in three dimensional is being drawn, then the middle z values are interpolated: linear
interpolation for polygons, and can calculate z for more difficult surfaces.
Algorithm:
loop on y;
loop on x;
zbuf[x,y] = infinity;
loop on objects
{
loop on y within y range of this object
{
loop on x within x range of this scan line of this object
{
if z(x,y) < zbuf[x,y] compute z of this object at this pixel & test
zbuf[x,y] = z(x,y) update z-buffer
image[x,y] = shade(x,y) update image (typically RGB)
}
}
}
Basic operations:
1. compute y range of an object
2. compute x range of a given scan line of an object
3. Calculate intersection point of a object with ray through pixel position (x,y).
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Algorithm:
sort objects by depth, splitting if necessary to handle intersections;
loop on objects (drawing from back to front)
{
loop on y within y range of this object
{
loop on x within x range of this scan line of this object
{
image[x,y] = shade(x,y);
}
}
}
Basic operations:
1. compute y range of an object
2. compute x range of a given scan line of an object
3. compute intersection point of a given object with ray via pixel point (x,y).
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Advantage of painter's algorithm is the inner loops are quite easy and limitation is sorting
operation.
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Ray-Tracing algorithm
For every pixel in image
{
Generate ray from eye point passing via this pixel
Initialize Nearest T to INFINITY
Initialize Nearest Object to NULL
For each object in scene
{
If ray intersects this image
{
If t of intersection is less than Nearest T
{
Set Nearest T to t of the intersection
Set Nearest image to this object
}
}
}
If Nearest image is NULL
{
Paint this pixel with background color
}
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Else
{
Shoot a ray to every light source to check if in shadow
If surface is reflective, generate reflection ray
If transparent, generate refraction ray
Apply Nearest Object and Nearest T to execute shading function
Paint this pixel with color result of shading function
}
}
Optical ray tracing explains a technique for creating visual images constructed in three
dimensional
graphics
environments,
with
higher
photorealism
than
either ray
casting rendering practices. It executes by tracing a path from an imaginary eye via every pixel in a
virtual display, and computing the color of the object visible via it.
Displays in ray tracing are explained mathematically by a programmer. Displays may also
incorporate data from 3D models and images captured like a digital photography.
In general, every ray must be tested for intersection with a few subsets of all the objects in the
view. Once the nearest object has been selected, the algorithm will calculate the receiving light at the
point of intersection, study the material properties of the object, and join this information to compute the
finishing color of the pixel. One of the major limitations of algorithm, the reflective or translucent
materials may need additional rays to be re-cast into the scene.
3.5. Shading
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Shading defines to describe depth perception in three dimensioning models by different levels
of darkness. Shading is applied in drawing for describes levels of darkness on paper by adding media
heavy densely shade for darker regions, and less densely for lighter regions.
There are different techniques of shading with cross hatching where perpendicular lines of
changing closeness are drawn in a grid pattern to shade an object. The closer the lines are combining,
the darker the area appears. Similarly, the farther apart the lines are, the lighter the area shows.
Fig.3.7. Shading
The image shown in figure 3.9 is the same model rendered without edge lines. It is complicated
to advise where one face of the box ends and the next starts.
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UNIT IV
ASSEMBLY OF PARTS
Assembly modelling interferences of positions and orientation tolerance analysismassproperty calculations mechanism simulation and interference checking.
Assembly of parts
4.1. Introduction
In todays global situation, two main things are significant for the industry: cost reduction and
environment protection. Since the late 70s it has been developed that the assembly procedure normally
signify one third of the product cost.
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extra to an assembly model as they are generated. Every designer has approach to the assembly model,
during a work in progress, and while working in their own components. The design development is
noticeable to everyone participated. Based on the system, it might be essential for the users to obtain the
most recent versions saved of every individual component to update the assembly.
The personal data files defining the 3D geometry of personal components are assembled
together via a number of sub assembly levels to generate an assembly explaining the complete product.
Every CAD methods support the bottom-up construction. A few systems, through associative copying
of geometry between components allow top-down construction. Components can be situated within the
assembly applying absolute coordinate position methods.
Mating conditions are defines of the relative location of mechanism between each other; for
example axis position of two holes or distance between two faces. The final place of all objects based on
these relationships is computing using a geometry constraint engine built into the CAD package.
The significance of assembly modeling in obtaining the full advantages of Product Life-cycle
Management has directed to ongoing benefits in this technology. These contain the benefit of
lightweight data structures that accept visualization of and interaction with huge amounts of data related
to product, interface between PDM systems and active digital mock up method that combine the skill to
visualize the assembly mock up with the skill to design and redesign with measure, analyze and
simulate.
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Assembly models have additional data than simply the sum of their components. With assembly
modeling interference verifies between parts and assembly specific data such as mass properties.
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All of the items are illustrations of the original parts that reside in the ZW3D file Parts Z3.
If File-1 is eliminated from the active assembly before it is saved and Part1 are removed. The
original parts placed in the file Parts Z3 are not changed.
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components.
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time of seal was created. Subassembly Module is then reactivated and Module is generated like
a Seal.
File-1 has 7.
Part-1 contains 4 components, which are illustrations of the basic parts located in File-1.
Subassembly Module contains 2 components which are also illustrations of the basic parts
located in File-1.
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projections are then evaluated to find if real collisions would happen between parts with overlapped
projections. The planned process stores the determined interference data for allocated assembly
direction in a group of interference free matrices, for compatibility with previous planners of assembly.
The swept volume interference and the multiple interference detection systems are appropriate
for three-dimensional interference determination between B-REP entities. But, both techniques were
developed for real-time interference detection between two moving parts in a simulation environment.
As a result, these two techniques are expensive in computationally. For the assembly planning issue,
actual collision finding capacity along subjective relative motion vectors is not require. Instead, a
efficient computational technique is required for finding if two parts will collide when they are
assembled in a specified order along any one of the six principle assembly axis.
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The row in the Interference-free matrix indicate the components being shifted during a given
assembly operation, and the column indicate the parts that have previously been assembled. Hence,
since matrix element (2, 1) is equal to 0, if Part-1 is assembled initially, and after that Part-2 is
assembled in the direction of +x, Part-2 will collide with Part-1. Similarly, matrix element (1, 2) is equal
to 1, if Part-2 is assembled initially, and then Part-1 is assembled in the direction of +x, Part-1 will not
collide with Part-2. As a part cannot be assembled after itself, all elements in the diagonal matrix are set
to 0. As a whole, six matrices are utilized to show interference relationships between parts in the six
principal axes. When robotically creating interference-free matrices, the projected algorithm finds
matrix elements row by row. When two parts would interfere through assembly in a given direction, the
program inserts a 0 in the corresponding matrix position; or inserts as a 1.
to change; hence, the limits of acceptable difference must be defined. Plus and minus tolerances
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may be used to dimensions from a common tolerance block.
2. Dimensions describe the geometry and allowable change. Measurement and scaling of the drawing
needed to define the completed part shall be shown on the drawing. If extra dimensions would be
useful, but are not necessary, they may be noted as reference.
4. Dimensions should be used to attributes and arranged in such a way as to show the purpose of the
features. In addition, dimensions should not be subject to more than one explanation.
5. Descriptions of manufacturing systems should be avoided. The geometry should be explained
be noticeable as non-mandatory.
7. All dimensioning and tolerance should be placed for utmost readability and should be used to
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affects the ability of a drawing to reach its design necessities within the process capabilities of
organizations and supply chains.
Tolerance openly affects the cost and performance of products. In electrical machines, safety
needs that the power supply to be situated a minimum gap from adjacent components, such as one more
sheet-metal component, in order to remove electrical short circuits. Tolerance analysis will describe
whether the small clearances specified will meet the safety requirement, assigned manufacturing and
assembly variability force on the minimum clearance.
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4.5.2. Statistical method for tolerance analysis (RSS) :
In RSS method, tolerance stacking a significant new element is added to the assumptions,
specifically which the detail differences from nominal are random and independent from part by part. It
is expensive in the sense that it frequently commanded very close tolerances. That all variations from
nominal should dispose themselves in worst case method to defer the higher assembly tolerance is a
relatively unlikely proposition. On the other hand, it had the advantage of assurance the resulting
assembly tolerance. Statistical tolerance in its typical form operates under two basic hypotheses:
As per Centered Normal Distribution, somewhat considering that the Li can occur anywhere
within the tolerance distribution [i Ti, i + Ti], assume that the Li are normal random variables, that
is change randomly according to a normal distribution, centered on that similar interval and with a 3
distribute equal to the span of that interval, hence 99.73% of all Li values occur within this gap. As per
the normal distribution is such that the Li fall with upper frequency in the middle near i and with
low frequency closer the interval endpoints. The match of the 3 distribution with the span of the
detail tolerance span is hypothetical to state that almost all parts will satisfy the detail tolerance limits as
shown in figure 4.8.
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arith assy.
simply visualized and valued by a rectangular box with side lengths T1, T2 and T3. To obtain from one
corner of the box to the diagonally opposite corner, one can cross the gap T21 + T22 + T23 along that
diagonal and follow the three edges with lengths T1, T2, and T3 for a total length T
arith assy
= T1 + T2 +
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4.6. Mass property calculations
The first step in finding mass properties is to set up the location of the X, Y, and Z axis. The
correctness of the calculations will depend completely on the knowledge used in choosing the axis.
Hypothetically, these axes can be at any position relative to the object being considered, offered the axes
are equally perpendicular. But, in reality, except the axes are chosen to be at a position that can be
precisely measured and identified, the calculations are meaningless.
As shown in the figure 4.10, the axes do not create a best reference hence a small error in
squareness of the base of the cylinder origins the object to tilt away from the vertical axis.
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4.6.1. Calculating Center of gravity location
The center of gravity of an object is:
the single point where the static balance moments are all zero about three mutually
perpendicular axis.
the point where the total mass of the component could be measured to be concentrated while
static calculations.
the point at which an exterior force must be used to create translation of an object in space
Center of gravity location is stated in units of length along the three axes (X, Y, and Z). These
three components of the vector distance from the base of the coordinate system to the Center of gravity
location. CG of composite masses is computed from moments considered about the origin. The essential
dimensions of moment are Force and Distance. On the other hand, Mass moment may be utilized any
units of Mass times Distance. For homogeneous components, volume moments may also be considered.
Care should be taken to be confident that moments for all parts are defined in compatible units.
Component distances for CG position may be either positive or negative, and in reality their
polarity based on the reference axis position. The CG of a homogeneous component is determined by
determining the Centroid of its volume. In practical, the majority of components are not homogeneous,
so that the CG must be calculated by adding the offset moments along all of the three axes.
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UNIT V
CAD STANDARDS
Standards for computer graphics- Graphical Kernel System (GKS) - standards for
exchangeimages- Open Graphics Library (OpenGL) - Data exchange standards - IGES,
STEP, CALSetc. - communication standards.
CAD Standards
5.1. Introduction
The purpose of CAD standard is that the CAD software should not be device-independent and
should connect to any input device via a device driver and to any graphics display via a device drive.
The graphics system is divided into two parts: the kernel system, which is hardware
independent and the device driver, which is hardware dependent. The kernel system, acts as a buffer
independent and portability of the program. At interface X , the application program calls the standard
functions and sub routine provided by the kernel system through what is called language bindings.
These functions and subroutine, call the device driver functions and subroutines at interface Y to
complete the task required by the application program (Fig.5.1.).
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data between CAD, Computer Aided Manufacturing (CAM) , Computer Aided Engineering
(CAE) , product data management/enterprise data modeling (PDES) and other CAx systems.
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ISO/IEC 7942 noted in ISO standard, first part of 1985 and two to four parts of 1997-99.
GKS arrange its functionality into twelve functional stages, based on the complexity of the
graphical input and output. There are four stages of output (m, 0, 1, 2) and three stages of input (A, B,
C). NCAR GKS has a complete execution of the GKS C bindings at level 0 A.
5.3.1. GKS Output Primitives
GKS is based on a number of elements that may be drawn in an object know as graphical
primitives. The fundamental set of primitives has the word names POLYLINE, POLYMARKER,
FILLAREA, TEXT and CELLARRAY, even though a few implementations widen this basic set.
i) POLYLINES
The GKS function for drawing line segments is called POLYLINE. The POLYLINE
command takes an array of X-Y coordinates and creates line segments joining them. The elements that
organize the look of a POLYLINE are (Fig.5.3):
Line type
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Marker characters
: size of marker
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Character spacing
Character height
Character up vector
Text path
Text alignment
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by vertices. In this stage vertices are converted, and primitives are clipped to a seeing volume in
creation for the next stage.
All fragment created is supplied to the next stage that executes processes on personal
fragments before they lastly change the structural buffer. These operations contain restricted updates
into the structural buffer based on incoming and formerly saved depth values, combination of incoming
colors with stored colors, as well as covering and other logical operations on fragment values.
To end with, rectangle pixels and bitmaps by pass the vertex processing part of the pipeline to
move a group of fragments in a straight line to the individual fragment actions, finally rooting a block of
pixels to be written to the frame buffer. Values can also be read back from the frame buffer or
duplicated from one part of the frame buffer to another. These transfers may contain several type of
encoding or decoding.
i) Based on IRIS GL
OpenGL is supported on Silicon Graphics Integrated Rater Imaging System Graphics Library
(IRIS GL). Though it would have been potential to have designed a totally new Application
Programmers Interface (API), practice with IRIS GL offered insight into what programmers need and
dont need in a Three Dimensional graphics API. Additional, creation of OpenGL similar to Integrated
Rater Imaging System Graphics Library where feasible builds OpenGL most likely to be admitted; there
are various successful IRIS GL applications, and programmers of IRIS GL will have a simple time
switching to OpenGL.
ii) Low-Level
A critical target of OpenGL is to offer device independence while still permitting total contact
to hardware. Therefore the API gives permission to graphics operations at the lowest level that still
gives device independence. Hence, OpenGL does not give a suggestion for modeling complex
geometric objects.
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mechanism and operations may be defined in any order and so that control of rendering operations is
comfortable to contain the needs of various applications.
iv) Modal
A modal Application Programmers Interface arises in executions in which processes function
in parallel on different primitives. In that cases, a mode modify must be transmit to all processors so that
all collects the new parameters before it processes its next primitive. A mode change is thus developed
serially, stopping primitive processing until all processors have collected the modifications, and
decreasing performance accordingly.
v) Frame buffer
Most of OpenGL needs that the graphics hardware has a frame buffer. This is a realistic
condition since almost all interactive graphics run on systems with frame buffers. Some actions in
OpenGL are attained only during exposing their execution using a frame buffer. While OpenGL may be
applied to give data for driving such devices as vector displays, such use is minor.
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