• Title/Summary/Keyword: polygon block elements

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Analysis of quasi-brittle materials using two-dimensional polygon particle assemblies

  • Lee, Jong Seok;Rhie, Yoon Bock;Kim, Ick Hyun
    • Structural Engineering and Mechanics
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    • v.16 no.6
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    • pp.713-730
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    • 2003
  • This paper contains the results of the study on the development of fracture and crack propagation in quasi-brittle materials, such as concrete or rocks, using the Discrete Element Method (DEM). A new discrete element numerical model is proposed as the basis for analyzing the inelastic evolution and growth of cracks up to the point of gross material failure. The model is expected to predict the fracture behavior for the quasi-brittle material structure using the elementary aggregate level, the interaction between aggregate materials, and bond cementation. The algorithms generate normal and shear forces between two interfacing blocks and contains two kinds of contact logic, one for connected blocks and the other one for blocks that are not directly connected. The Mohr-Coulomb theory has been used for the fracture limit. In this algorithm the particles are moving based on the connected block logic until the forces increase up to the fracture limit. After passing the limit, the particles are governed by the discrete block logic. In setting up a discrete polygon element model, two dimensional polygons are used to investigate the response of an assembly of different shapes, sizes, and orientations with blocks subjected to simple applied loads. Several examples involving assemblies of particles are presented to show the behavior of the fracture and the failure process.

An Implementation of 3D Graphic Accelerator for Phong Shading (퐁 음영법을 위한 3차원 그래픽 가속기의 구현)

  • Lee, Hyung;Park, Youn-Ok;Park, Jong-Won
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.526-534
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    • 2000
  • There have been many researches on the 3D graphic accelerator for high speed by needs of CAD/CAM,3D modeling, virtual reality or medical image. In this paper, an SIMD processor architecture for 3D graphic accelerator is proposed in order to improve the processing time of the 3D graphics, and a parallel Phong shading algorithm is presented to estimate performance of the proposed architecture. The proposed SIMD processor architecture for 3D graphic accelerator consists of PCI local bus interface, 16 Processing Elements (PE's), and Park's multi-access memory system (NAMS) that has 17 memory modules. A serial algorithm for Phong shading is modified for the architecture and the main key is to divide a polygon into $4\times{4}$ squares. And, for processing a square, 4 PE's are regarded as a PE Grou logically. Since MAMS can support block access type with interval 1, it is possible that 4 PE Groups process a square at a time. In consequence, 16 pixels are processed simultaneously. The proposed SIMD processor architecture is simulated by CADENCE Verilog-XL that is a package for the hardware simulation. With the same simulated results as that of the serial algorithm, the speed enhancement by the parallel algorithm to the serial one is 5.68.

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