Summary Flashcards

1
Q

Three aspects that has to be included in assembly modeling

A

1) Hierarchical relations
- assembly -> subassembly –> part
2) Mating conditions
- geometrical restrictions, etc.
3) Mechanical degrees of freedom

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2
Q

Advantages and disadvantages with component based assembly modeling

A

+ simple
+ doesn’t require feature information
- changes in parts doesn’t show on assembly level

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3
Q

What is component based assembly modeling?

A

Position determined by global or relative coordinate systems

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4
Q

What is feature based assembly modeling?

A
  • form features are associated on different parts

- Restricts form, position, orientation, etc between mating form features

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5
Q

Advantages and disadvantages with feature based assembly modeling

A

+ Assembly modeling can be done at a higher level
+ Restrictions are between features dimensions rather than between surfaces
+ Design changes are allowed to spread between parts
- Might be forced to build a chain of relations that can be hard to apply structural changes on

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6
Q

Boundary representation in Geometry modeling

A
  • Parametric solids (representation surfaces)

- Fully parametric takes too long computation time

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7
Q

Curves in geometry modeling

A

A higher order of the curve gives increased precision, but also longer calculation times and risk of corrupt curves.

3rd order curves are most common

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8
Q

What are the three different curve types?

A
  • Bezier Curves
  • B-splines
  • Rational parametric curves (NURBS Non-Uniform-Rational-B-Splines
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9
Q

Describe Beizer curves

A

Applied to automotive bodies
An approximate curve where a number of control points defines a characteristic polygon

Mathematical definition: P(u) = sum(p_i, B_i,n(u)), where 0 < u <= 1

  • B_i,n : how the control points affect the curve
  • p_i : control points
  • n : degree of polynomial
  • n + 1 : number of control points
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10
Q

Describe B-splines

A
  • Developed from Beizer curves
  • Improved local control
  • Possible to add control points without increasing polynomial degree
  • Easier defined joined curve segments
  • Each segment controlled by 4 closest control points
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11
Q

Describe Rational parametric curves (NURBS Non-Uniform-Rational-B-Splines

A
  • Can represent conical and circular forms exactly (which Beizer curves and B-splines cannot do)
  • Requires use of homogenous coordinates
  • Most commonly used curve type in modern CAD systems
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12
Q

Continuity in geometric modeling

A
  • C0: curves joint without constraints
  • C1: curves have same direction at common point
  • C2: curves have same curvature at common point
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13
Q

Coordinates in geometric modeling

A
  • Cartesian, P = [x, y, z]

- Homogenous, P = [hx, hy, hz, h]. This enables easier use of some mathematical operations and advanced curve types

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14
Q

Describe parametric surfaces in geometric modeling

A

Like parametric curves but in two directions (u and v)
P(u, v) = [x(u, v), y(u, v), z(u, v)]
- Defined in 2D parametric space
- Consists of inner trim curves (holes), and outer trim curves (boundaries)
- Trimmed parametric surfaces are transformed to 3D, ex thick, closed surface

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15
Q

What are two advantages of using solid modeling instead of surface modeling?

A

Solid models support higher levels of functionality (ex calculations of mass, inertia, etc) and automation than surface models

Solid models allow the designer to work with higher level objects rather than points, curves and surfaces

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16
Q

How is solid modeling with CSG (Constructive Solid Geometry) created?

A

Created by manipulating primitives with Boolean operators (union, sections and subtractions) (“Lego”)

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17
Q

What are the 3 types of solid models?

A

Decomposition models

 - Voxel: consisting of cubes or octants (ex. x-ray)
 - Cell based models (finite elements mesh)

Constructive models

 - Created by manipulating primitives with boolean operations
 - Half spaces: Analytical functions f(x, y, z) defines ex a cylinder or a plane
 - CSG models: solid models created by combining sub-solids

Boundary representations

 - Solid defined with points, curves, surfaces and definition of what is inside
 - Uses graphical methods, ex sweep and rotate
 - Can use parametric surfaces and boolean operations
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18
Q

Describe half spaces

A

Real analytical functions f(x, y, z) defined in 3D that splits the space in two half-spaces:

 - One half-space where f(x, y, z) > 0
 - One half-space where f(x, y, z) < 0

Example cylindrical half-space x^2 + y^2 - r^2 < 0
Solid primitives are created by combining half spaces with Boolean operators.
H2: z > 0
H3: z-h < 0

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19
Q

How do you create a solid model using surface modeling

A
  1. Create wireframe elements, ex. points, planes, and curves in 3D or sketches
  2. Create surfaces from the wireframe geometries (sweep, revolve)
  3. Trim surfaces together
  4. Join surfaces together to a uniform element
  5. Transform into a solid (thick, closed surface)
    ( - Add fillets)
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20
Q

What are features in geometry modeling?

A
  • A physical part or detail
  • Engineering role (ex. function or manufacturing method)
  • Linked to generic form
  • Predictable properties
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21
Q

Digital Mock-Up (DMU)

A
  • Assemblies with over 1000 parts
  • Assemblies with parts from different CAD systems
  • Used for visualization, packaging studies, assembly simulations
  • Not used for mass calculations

Geometry representation: Triangulated surface modeling

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22
Q

Standards for geometry exchange

A
  • IGES - mathematical
  • STEP - mathematical
  • JT - mathematical and triangulated
  • VRML - triangulated
  • STL - triangulated
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23
Q

Off-Line programming

A
  • To simulate robots, NC machines or CMM (Coordinates Measurements Machines)
  • Done before implementation:
    • Avoid expensive mistakes
    • Not shut down production for testing
    • Faster and more efficient programming
    • Test more variation of programs
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24
Q

Examples of geometry models

A
  • CAD model: defines geometry
  • Mechanical model: evaluate mechanical behavior
  • Visual model: show product, used by marketing
  • Ergonomic model: view the ergonomics, used for assembly and serviceability
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25
Q

What are the benefits of geometry models?

A
  • Minimizing the need for costly physical prototypes
  • Finding problems as early as possible in the development process (easier and cheaper to fix)
  • Faster development process with efficient tools (time to market)
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26
Q

What are multi-body systems?

A

A generic tool for analysis of forces and motions of a mechanical system. Must include:

  • Rigid bodies
  • Constraints (joints and motions)
  • Forces (loads, forces, gravity, friction)
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27
Q

What is geometry assurance?

A

Using computer tools to perform geometry assurance tasks on virtual product models.
Ex. gap, flush, parallelism

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28
Q

What are the three types of tolerance analysis?

A
  • Variation analysis (Monte Carlo)
  • Contribution analysis
  • Stability analysis
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29
Q

What is variation analysis (Monte Carlo)?

A

Calculates a statistical prediction of the variation in critical measures

  • Statistical method - random data
  • Tolerances on parts (inputs) are randomly generated within defined distributions, tolerances and Cp
  • Distributions for critical measures (outputs) are generated from thousands of iterations
  • All kinematical relations and sensitivities are captured in a 3D assembly model
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30
Q

What is contribution analysis?

A

It is used to calculate a ranked list of how all input tolerances contributes to the variation in the critical measures.

  • All input parameters are varied (one at a time) within their tolerances on 3 levels
  • Max output is registered
  • Contribution is calculated in percentage
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31
Q

What is stability analysis?

A
  • Can be used to analyze the influence of each part locating scheme on:
    • Variation amplification, color coding
    • Position of stability parts
    • Critical product dimensions (Measures)
  • It is done by distributing each locating point with a unit disturbance and summarizing their contributions with RSS
  • Often used to evaluate different positioning systems
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32
Q

How does Monte Carlo variation simulations work?

A

Model consists of:

  • 3D assembly model with defined locating schemes
  • Input tolerances with range and type of distributions
  • Critical measures

Simulation:

1) Randomly assign one value for each input within its defined tolerances
2) Assemble the model according to the defined locating schemes
3) Calculate the critical measures and store the results for each iteration
4) Repeat this at least 1000 times
5) Calculate the distribution of the critical measures

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33
Q

What are the requirements and procedures for contribution analysis?

A

Model consists of:

  • 3D assembly with defined locating schemes
  • Input tolerances with range and type of distributions
  • Critical measures

Simulation:

  • All input parameters are varied (one at a time) within their tolerances on 3 levels
  • Max output is registered for all measures
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34
Q

What is the procedure for stability analysis?

A

It is used to identify sensitive areas and sensitivity factors and guides optimization of locator position

Simulation:

  • Each locating point is disturbed with a unit disturbance
  • The amplification to the output, color-coding, part position or critical product dimension, is calculated
  • The amplification for each individual locating point is summarized with RSS to give a value for the locating scheme
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35
Q

What can the method of influence be used for?

A

Perform Monte Carlo variation simulations on non-rigid parts

Since at least 1000 iterations has to be done, traditional FE methods would take too long. FE solver is used to create a linearized model of the assembly. The linearized model is used in the simulations. This gives a very large reduction of the simulation time (by a factor of 1000). If the locators or support points are moved, a new linearization has to be done.

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36
Q

What are the parameters of geometry assurance?

A
  • Dimensions: lengths, angels
  • Activity: Boolean
  • Constraints
  • Abstract parameters: user defined, for ex. in excel
37
Q

What is a robust design?

A

A design that allows manufacturing and assembly variation without jeopardizing function aesthetics

  • Insensitive to manufacturing variation
  • Big input variation –> small output variation
  • Good for easier process adjustment, shorter ramp-up times, global production with high quality levels
38
Q

What does a 3D assembly model consist of? (3D variation analysis)

A

A 3D assembly model consists of:

  • Parts
  • Subassemblies
  • Positioning systems
  • Input tolerances with range and types of distribution
  • Critical measures
39
Q

What are some benefits of virtual geometry assurance?

A
  • Minimizes expensive physical prototypes
  • Finding problems earlier –> easier and cheaper to fix
  • Faster time-to-market
  • Increased quality
40
Q

What can you use virtual geometry assurance for?

A
  • Analyzing different assembly concept
  • Analyze and define robust locating system
  • Simulate and verify the final demands
  • Virtual matching for trimming the production process
41
Q

What are the three phases of geometry assurance (RD&T)?

A
  • Development phase: Requirement definition, production and concept development
  • Verification and pre-production phase: Prototypes and physical testing
  • Production phase: process control, production data for adjustment and re-use
42
Q

What is perceived geometrical quality?

A
  • Visual sensitivity: geometrical form, split line (gap, flush, parallelism)
  • Geometrical sensitivity: locator placements
  • Tolerances/distributions
43
Q

What is root cause analysis?

A

Shows which processes parameters correspond to different variations

44
Q

What is the 3-2-1-locating scheme?

A

Points for locking rotation (R) and translation (T), in x, y, z.

Rule of thumb: As long distance as possible between points and maximize the area of triangle

  • Six DOFs locked by six points
  • Primary points: A1, A2, A3 locks, 2R and 1T
  • Secondary points: B1, B2 locks 1T and 1R
  • Tertiary point C1 locks 1T
45
Q

What are the factors that contributes to variation in critical dimensions?

A
  • Component variation: Manufacturing process variation (Machine precision and process variation)
  • Assembly variation: Assembly process (Assembly precision and process variation)
  • Design concept: Robustness
46
Q

What is RGB?

A

Mix of 3 colors, red, green and blue.

All colors are defined by a mix of these three, either a scale of 0-1 or binary 0-255.

47
Q

What is aliasing?

A

Process by which smooth curves and other lines become jagged because the resolution of the graphics is not high enough to represent a smooth curve

48
Q

What is anti-aliasing?

A
  • Draw nearby points with a mixture of the background color and the line color
  • Draw the picture many times to memory a buffer which is much larger than the screen. Each time it is translated less than one pixel and is drawn with low color intensity
  • When the picture is ready, draw it on the display
49
Q

What is a shadow buffer?

A
  • Create a buffer, corresponding to the depth of the buffer, containing the distance from the light source to the closest surface
  • When drawing the point P on a surface:
    1) Find the corresponding position in the shadow buffer for the point that is being drawn
    2) Compare the value in the shadow buffer with the distance from the light source P
    3) If the value is less than the distance: draw only with ambient light
50
Q

What is a Z-buffer?

A
  • Initiate video memory and a Z-buffer for each pixel on the screen
  • Polygons are rendered in an arbitrary sequence
  • For each pixel: check if the z-coordinate of the current polygon is less than the stored one (use the plane equation for the polygon: Ax + By + Cz + D = 0)
  • In that case, the video memory is updated for the pixel
  • When all polygons are checked, the screen is updated with the color closest to the observer
51
Q

How does the shading method Gouraud (vertex shading) work?

A

The color of a triangle is calculated at each vertex (corner) with the normal at the corner. The color is then interpolated over the surface of the triangle.

1) Calculate normal vector for all polygon surfaces
2) Calculate “mean normal vectors” for all vertices
3) Mean normal + illumination model => calculations of intensities (colors) in the vertices
4) Intensity values are interpolated line by line over the polygon

(Star shaped white spot in the middle of a circle)

52
Q

How does the shading method phong (pixel shading) work?

A

This method is slower but more realistic than Gouraud because color in each pixel is calculated.

The normal at the vertices (corners) are interpolated over the surface of the triangle and the color is calculated for each pixel

1) Calculate normal vector for all polygon surfaces
2) Calculate “mean normal vectors” for all vertices
3) Surface normal are interpolated line by line over the polygon
4) Surface normal + illumination model (color) => calculation of intensities in each pixel

53
Q

What are the two types of reflections?

A

Diffuse reflection and specular reflection

54
Q

What is diffuse reflection?

A

Light hitting the surface is spread equally in all directions => placement of the light source influences, but not the placement of the observer

55
Q

What is specular reflection?

A

The appearance of smooth, polished surfaces is dependent on both placement of the light source and position of the observer, i.e. the light is reflected mostly in one direction

56
Q

What are shutter glasses?

A

Gives 3D by “blocking” one eye at a time

  • Synchronized with the computer which alternates between views for the left and right eye respectively
  • The views are calculated with perspective projection
  • The view for the left eye is calculated by moving the picture half the distance of the eyes to the left. The same for the right.
57
Q

What are two methods of advanced rendering?

A

Ray tracing and radiosity. They can be combined

58
Q

What is ray tracing? How is it calculated? What are the advantages and disadvantages?

A

Light ray followed from observer, one for each pixel.

1) Calculate how the ray is mirrored and refracted (if the object is transparent) when it hits surfaces in the model, and save the way in a tree graph
2) Calculate the intensity at the initial points with illumination models
3) Use the tree to calculate the intensities at each pixel
4) Handles automatically shadows, hidden surfaces and clipping

Advantages: Good at transparent objects and point light sources. Handles specular reflection well

Disadvantages: Unnaturally sharp shadows, bad att diffuse reflection and global light sources. Slow.

59
Q

What is radiosity? How is it calculated? What are the advantages and disadvantages?

A

Based on the effect that light sources and surfaces are emitting light. Is done by iterating the emission of light

1) Only surfaces with direct light are visible
2) These surfaces emits light to other surfaces
3) Repeat until the results are satisfactory

Advantages: Good at diffuse reflections and global light sources. Gives realistic shadows.

Disadvantages: Not good at specular reflection and point light sources or for transparent objects. Slow.

60
Q

What is bump mapping and how does it work?

A

It gives surfaces a more realistic and un-smooth look, ex stone well.

Works by modifying the surface normal that is used in the illumination model. The value of the modification is obtained from a texture

61
Q

Why do we use textures?

A
  • Can give surface a more realistic feeling
  • Patterns or photos can be “glued” on surface
  • Moderate increase in computation time
62
Q

What is perlin noise used for?

A

Making surfaces look bumpy and more realistic

63
Q

What are the three coordinate systems regarding virtual reality?

A

World coordinate system, object coordinate system, observer coordinate system

64
Q

Describe world coordinate system

A
  • Only one coordinate system in each model
  • All objects are related to it
  • Used in CAD systems
65
Q

Describe object coordinate systems

A
  • One coordinate system per object

- Relative to the world coordination system

66
Q

Describe observer coordinate system

A
  • Makes traveling around possible

- Used in 1st person shooter game for example

67
Q

What are the three methods for visualization systems?

A

Desktop computer, helmet, and power wall (two or more projectors working together)

68
Q

What are the advantages and disadvantages of desktop computer “fish tank VR”?

A

Add: stereo glasses, glove and tracker for greater reality

\+ High resolution display
\+ Cheap
\+ Simple to use
- Narrow field of view
- Low degree of immersion
- No natural scale for bigger objects
69
Q

What are the advantages and disadvantages of helmet VR?

A
\+ Wide field of view
\+ Stereo viewing
\+ High degree of immersion
\+ Simple to install
- Heavy helmet
- Isolation from the world
- Relatively low screen resolution
70
Q

What are the advantages and disadvantages of a power wall?

A

Two or more projectors working together

\+ Natural size
\+ Wide field of view
\+ High resolution
- Advanced computers needed
- Low degree of immersion
- Expensive
71
Q

What is tessellation?

A

Convert for ex. spline surfaces to polygons for faster rendering

72
Q

How do you achieve 3D/Stereo projection?

A

By frames alternating between left and right eye

73
Q

What are the four ways of checking for collisions?

A

1) Course check: test if bounding boxes or spheres intersect
2) Intersection by plane: test if edges of the body A intersect an infinite plane defined by polygons from B (if end points of lines are on different sides of the plane)
3) Calculate the intersection: use equation for the line between the points and the equation for the plane
4) Check if the intersection is on the triangle: Calculate the are of the three sub triangles defined by the intersection point and original vertices of the triangle. If all areas have the same sign the intersection point is inside the triangle and you have a collision

74
Q

Why do you use manikins?

A

It is a virtual human for ergonomic analysis and measure product size.

  • Early evaluation –> cost effective
  • Shorter PD process
  • Simple way to compare alternative designs
  • Possibility to measure
  • Real environment not ready yet
75
Q

What are the communication issues between CAD systems?

A
  • Different function uses different software requiring different file formats (problem with file format)
  • Problem with access to the right models
76
Q

What is PDM?

A

Product data management

A complete PDM manages all the information needed to manage the product definition during its life cycle

77
Q

What are the five basic needs for PDM?

A
  • Capture information at source
  • Organize information
  • Distribute information: When, where, what, and to whom?
  • Search and re-use present information (by others)?
  • Secure storage of information over long time
78
Q

How does PDM systems provide functions for integration information?

A
  • Data translation
  • Communication and notification
  • Visualization
  • Collaboration
  • Application integration
79
Q

For what does PDM use metadata “information about information”?

A
  • Product ID: how to name the product
  • Revision: which is the latest revision and who did it
  • Status: checked in or out
  • Created by: Who created the part
  • Description of the file
80
Q

What is PLM?

A

Product lifecycle management

PLM systems aim to support the creation and management of all information related to a product throughout its lifecycle

81
Q

What components does PLM include?

A
  • Engineering tools integrated via PDM systems, ex. CAD
  • PDM system:
    • “Vault” for secure storage
    • Product structure management
    • Process management
    • Toolbox of technologies for building engineering IT applications
82
Q

What are the driving forces for investing in PLM systems?

A
  • External business requirements

- Lacking functionality in IT systems

83
Q

What are the two different types of Bill of Material (BOM) that are used in PLM systems?

A
  1. The engineering bill of material (E-BOM)
    • Organizing the various components of a product including software
  2. Manufacturing bill of material (M-BOM)
    • Structured according to the way a product is sourced and manufactured
    • Primarily supports supply chain including manufacturing
84
Q

What are two important tasks for PLM system functions for version control?

A

1) Keep track of all versions of a specific piece of information
2) Pick up the currently valid version as well as given earlier dates - the information’s history

85
Q

What are some PLM systems support for engineering change?

A

Automation
- Workflow functions automate information transfer
- Standard templates for change documents
- Parameterized CAD/CAM/CAE models
Monitoring
- Follow-up of engineering change status
- Overview of all engineering change
Information and retrieval
- All have access to engineering changes in PDM database
- All information and documents related to an engineering change is connected
Quality assurance
- Only authorized individuals may promote change requests
- Control of versions, status and effectivity
Review
- Check change history, rollback possible

86
Q

What are three reasons for the increased industrial need for IT support for product development?

A
  • Shorter lead time and product lifecycles
  • Increased complexity, variants, functions, components, etc.
  • Collaborative product development
87
Q

What are the industrial benefits of using parametrization to reuse engineering knowledge?

A

Shorter time –> more iterations –> more design solutions can be evaluated. More iterations means better products because:

 - Larger amounts of designs considered and evaluated in concept phase
 - Knowledge related to lifecycle aspects integrated in detail design phase (Ex. design for assembly, manufacturing, serviceability, environment)
 - Synthesis --> analysis loops can be shortened --> verification feedback instant
88
Q

Why is Gouraud called vertex shading?

A

The color of a triangle is calculated at each vertex (corner) with the normal at that corner. The color is then interpolated over the surface of the triangle

89
Q

Why is Phong called pixel shading?

A

The normal at the vertices (corners) are interpolated over the surface of the triangle and the color is calculated for each pixel