• Title/Summary/Keyword: Virtual Blade Method

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Time-dependent creep analysis of a functionally graded beam with trapezoidal cross section using first-order shear deformation theory

  • Mirzaei, Manouchehr Mohammad Hosseini;Loghman, Abbas;Arefi, Mohammad
    • Steel and Composite Structures
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    • v.30 no.6
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    • pp.567-576
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    • 2019
  • Time-dependent creep analysis of a rotating functionally graded cantilever beam with trapezoidal longitudinal cross section subjected to thermal and inertia loading is investigated using first-order shear deformation theory (FSDT). The model described in this paper is a simple simulation of a turbine blade working under creep condition. The material is a metal based composite reinforced by a ceramic where the creep properties of which has been described by the Sherby's constitutive model. All mechanical and thermal properties except Poisson's ratio are assumed to be variable longitudinally based on the volume fraction of constituent. The principle of virtual work as well as first order shear deformation theory is used to derive governing equations. Longitudinal distribution of displacements and stresses are investigated for various volume fractions of reinforcement. Method of successive elastic solution is employed to obtain history of stresses and creep deformations. It is found that stresses and displacements approach their steady state values after 40000 hours. The results presented in this paper can be used for selection of appropriate longitudinal distribution of reinforcement to achieve the desired stresses and displacements.

Contour-based Procedural Modeling of Leaf Venation Patterns (컨투어기반 잎맥 패턴의 절차적 모델링)

  • Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.97-106
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    • 2014
  • This study proposes an efficient method to model various and diverse leaves required to express digital plants such as flowers and trees in virtual landscape easily and intuitively. The proposed procedural method divides a leaf mainly into a blade and vein thereby detecting contours from binary images that correspond to blades and generating leaves by modeling leaf veins procedurally based on the detected contours. First of all, a complicated leaf vein structure is divided into main veins, lateral veins, and tertiary vein while all veins grow procedurally directing from start auxin to destination auxin. Here, to calculate destination auxin required for growth automatically, approximated contours from binary images that correspond to blades are found thereby calculating candidate destination auxin. Finally, natural digital leaves are generated by applying a color combination method. Through the proposed method, natural and various leaves can be generated and whether the proposed method is efficient or not is verified through the experiment.

Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.357-364
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    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.