• Title/Summary/Keyword: rigid body simulation

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Real-time simulation on B-spline deformable volume-part III (B-spline volume 변형체의 실시간 시뮬레이션 II)

  • 전성기;조맹효
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2002.10a
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    • pp.70-77
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    • 2002
  • Since our physical world cannot be modeled as rigid body, deformable object models are important. For real-time simulation of elastic object, it must be guaranteed by its exact solution and low-latency computational cost. In this paper, we describe the boundary integral equation formulation of linear elastic body and related boundary element method(BEM). The deformation of elastic body can be effectively solved with 1ow run-time computational costs, using precomputed Green Function and fast low-rank updates based on Capacitance Matrix Algorithm.

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Flexibility Effects of Frame for Vehicle Dynamic Characteristics (차량 동특성에 대한 프레임의 유연성 효과)

  • 이상범
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.11 no.2
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    • pp.80-86
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    • 2002
  • Previous method of computer simulation to predict the dynamic response of a vehicle has been based on the assumption that vehicle structure is rigid. If the flexibility of the vehicle structure becomes too large to ignore, rigid body assumption will no longer give good estimation of the dynamic characteristics. Therefore, in order to predict more precise vehicle dynamic characteristics, flexible multi-body dynamic analysis of a vehicle is necessary. This paper investigates dynamic characteristics of vehicle systems with flexible frames numerically. Joint reaction forces, vertical accelerations, pitch accelerations are analyzed for the vehicle systems with various flexible frames using multi-body dynamic analysis code and finite element analysis code.

Modeling and Controller Design for Attitude Control of a Moving Satellite (이동하는 위성의 자세제어를 위한 모델링 및 제어기 설계)

  • Lee, Woo-Seung;Park, Chong-Kug
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.37 no.1
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    • pp.19-29
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    • 2000
  • Because the previous simulation tool for attitude control of satellite was designed for the modeling of rigid body and PD controller, the attitude error can be made more than the limitation value for keeping for communication link, and then the communication link can be lost at moving of satellite. So, for rapid attitude restoration and design of stable and modernized controller, the modelling of rigid body and flexible body structure for moving GEO and LEO satellites were performed. Also the minimum time controller is designed for the rapid restoration of attitude error at communication broken and to minimize the disconnection period from ground communication system during the satellite stationkeeping. The linear regulator is designed using the space state vector that is better than accuracy and stability of PD controller. Firstly the simulation was performed for comparison of the rigid and stability of PD controller. Firstly the simulation was performed for comparison of the rigid and flexible models using PD controller and the case of the pitch angle changing by ground command, and the case of the periodic north-south stationkeeping are performed for the analysis of response characteristics of each controller when the attitude is changed. As a result, the flexible body model represents more sililar results of real situation than the rigid body model. The minimum time controller can restore 7 times rapidly than PD controller for its lost attitude. The linear regulator has several merits for capability of adaptation against the external disturbance, stability and response time. In future, we can check the estimated results using this satellite model and controller for real operation. Futhermore the development of new controller and training can be supported.

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Human Motion Control Using Dynamic Model (동력학 모델을 이용한 인체 동작 제어)

  • Kim, Chang-Hoe;O, Byeong-Ju;Kim, Seung-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.141-152
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    • 1999
  • In this paper, We performed the human body dynamic modelling for the realistic animation based on the dynamical behavior of human body, and designed controller for the effective control of complicate human dynamic model. The human body was simplified as a rigid body which consists of 18 actuated degrees of freedom for the real time computation. Complex human kinematic mechanism was regarded as a composition of 6 serial kinematic chains : left arm, right arm, support leg, free leg, body, and head. Based on the this kinematic analysis, dynamic model of human body was determined using Newton-Euler formulation recursively. The balance controller was designed in order to control the nonlinear dynamics model of human body. The effectiveness of designed controller was examined by the graphical simulation of human walking motion. The simulation results were compared with the model base control results. And it was demonstrated that, the balance controller showed better performance in mimicking the dynamic motion of human walking.

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A Study of vibration Characteristics of Compressors with FEM model (유한요소 모델을 이용한 압축기의 진동특성에 관한 연구)

  • Ju, Jung-Ham;Hwang, Won-Gul;Choi, Gi-Seob;Ryu, Ki-O;SeoMoon, Hee
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2004.11a
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    • pp.967-971
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    • 2004
  • Today, as the demands for home appliances are increasing, the understanding of noise and vibration characteristics have become more important. It is hard to control its vibration and noise characteristics, because its mechanical structure is very complex. In this study a model of reciprocating compressor is developed. Spring, frame, and LDT are modeled as flexible body, and the other parts are modeled as rigid. FEM model of frame is simplified in order to save the simulation time. We validated the simple model by comparing their natural frequencies and mode shapes. Motor torque is applied to a rotor, and the piston is subjected to a gas pressure. The vibrational characteristics of compressor is analyzed with LS-DYNA. Its results are compared with the simulation results of rigid body frame. The effect of LDT is also studied by comparing the vibration of frame with the results of simulation with no LDT.

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A New Method of Collision Mode Evolution for Three-Dimensional Rigid Body Impact With Friction

  • Park, Jong-Hoon;Chung, Wan-Kyun;Youm, Young-Il
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1769-1775
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    • 2004
  • In presence of collision between two rigid bodies, they exhibit impulsive behavior to generate physically feasible state. When the frictional impulse is involved, collision resolution can not be easily made based on a simple Newton's law or Poisson's law, mainly due to possible change of collision mode during collision, For example, sliding may change to sticking, and then sliding resumes. We first examine two conventional methods: the method of mode evolution by differential equation, and the other by linear complementarity programming. Then, we propose a new method for mode evolution by solving only algebraic equations defining mode changes. Further, our method attains the original nonlinear impulse cone constraint. The numerical simulation will elucidate the advantage of the proposed method as an alternative to conventional ones.

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Horizontal-Axis Wind Turbine System Modeling using Multi-body Dynamics (다몸체 역학을 이용한 수평축 풍력발전 시스템 모델링)

  • 민병문;노태수;송승호;최석우
    • The Transactions of the Korean Institute of Power Electronics
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    • v.9 no.1
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    • pp.1-9
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    • 2004
  • In this paper, an efficient modeling method of Horizontal-Axis Wind Turbine(HAWT) system is proposed. This method Is based on representing a HAWT system as a multi-body system with several rigid bodies i.e. rotor blade, low/high speed shaft, gear system, md generator. Also, simulation software WINSIM is developed to evaluate performance of wind turbine system. Simulation results show that the proposed modeling method and simulation software are efficient and reliable.

Ship Collision Analysis Technique considering Surrounding Water (주변 유체를 고려한 선박 충돌해석 기법 연구)

  • Lee, Sang-Gab;Lee, Jeong-Dae
    • Journal of the Society of Naval Architects of Korea
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    • v.44 no.2 s.152
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    • pp.166-173
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    • 2007
  • Collision analysis problems between ship to ship can be generally classified into the external mechanics(outer dynamics) and internal mechanics(inner dynamics). The former can be also dealt with the concept of fluid-structure interaction and the use of rigid body dynamic program, depending on the ways handling the hydrodynamic pressure due to surrounding water. In this study, full scale ship collision simulation was carried out, such as a DWT 75,000 ton striking ship collided at right angle to the middle of a DWT 150,000 struck ship with 10 knots velocity, coupling MCOL, a rigid body mechanics program for modeling the dynamics of ships, to hydrocode LS-DYNA. It could be confirmed that more suitable damage estimation would be performed in the case of the collision simulations with consideration of surrounding water through the comparison with the collision simulation results of fixed struck ships without it. Through this study, the opportunity could be obtained to establish a more effective ship collision simulation technique between ship to ship.

Evolution of Human Locomotion: A Computer Simulation Study (인류 보행의 진화: 컴퓨터 시뮬레이션 연구)

  • 엄광문;하세카즈노리
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.5
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    • pp.188-202
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    • 2004
  • This research was designed to investigate biomechanical aspects of the evolution based on the hypothesis of dynamic cooperative interactions between the locomotion pattern and the body shape in the evolution of human bipedal walking The musculoskeletal model used in the computer simulation consisted of 12 rigid segments and 26 muscles. The nervous system was represented by 18 rhythmic pattern generators. The genetic algorithm was employed based on the natural selection theory to represent the evolutionary mechanism. Evolutionary strategy was assumed to minimize the cost function that is weighted sum of the energy consumption, the muscular fatigue and the load on the skeletal system. The simulation results showed that repeated manipulations of the genetic algorithm resulted in the change of body shape and locomotion pattern from those of chimpanzee to those of human. It was suggested that improving locomotive efficiency and the load on the musculoskeletal system are feasible factors driving the evolution of the human body shape and the bipedal locomotion pattern. The hypothetical evolution method employed in this study can be a new powerful tool for investigation of the evolution process.

A Constraint-based Technique for Real-Time Game Physics Engine (제약 조건 기반의 실시간 게임 물리엔진 제작기법)

  • Lee, Min-Kyoung;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.174-177
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    • 2008
  • In 3D gaming environment, it is important to simulate the physically plausible behaviors of gaming objects in real time. In particular, rigid body dynamics consists in the heart of most game physics. In this paper, we present a constraint-based rigid body simulation method using continuous collision detection as a collision detection method, and LCP formulation as a collision response method. The continuous collision detection method never misses any collisions and thus is able to accurately report the first time of collision as well as its associated colliding features. Moreover, since the number of colliding features is typically low, it also reduces the complexity in the LCP formulation.

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