Computer Aided Design
Computer Aided Design
EEE 5103
Introduction of CAD
In the mid of 1970s, as computer aided design starts to offer more potential than
just a skill to replicate manual drafting with electronic drafting, the cost gain for
companies to switch to CAD became obvious. The benefit of CAD methods over
manual drafting are the capabilities one often takes for established from computer
systems; automated creation of Bill of Material, interference checking, auto layout
in integrated circuits.
. Product cycle
Product cycle integrate processes, people, data, and business and gives a product
information for industries and their extended activity. Product cycle is the process
of managing the entire lifecycle of a product from starting, through design and
manufacture, to repair and removal of manufactured products.
Product cycle methods assist association in managing with the rising difficulty and
engineering challenges of developing new products for the worldwide competitive
markets.
Product lifecycle management (PLM) can be part of one of the following four
fundamentals of a manufacturing information technology structure.
I. Customer Relationship Management (CRM) (ii) Supply Chain Management (SCM)
II. Enterprise resource planning (ERP)
III. Product Planning and Development (PPD).
The core of PLM is in the formation and management of all product information
and the 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 and people through all stages
of a product’s life cycle. PLM is not just about software technology but is also a
business approach.
Explain Product life cycle with design process. (Or) Briefly explain the
conventional process of the product cycle in the conventional manufacturing
environment. Product Life Cycle:
Figure 1.1.shows the life cycle of a typical product. The product begins
with a need which is identified based on customers’ and markets’
demands. The product goes through two main processes from the idea
conceptualization to the finished product: The design process and the
manufacturing process.
Design process: The product goes through two main processes from
inception to a finished product: the design process and the
manufacturing process. Synthesis and analysis are the two main
subprocesses of the design process.
blueprints).
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.
Design Process
The design process includes series of steps that engineers apply in making
functional products and processes. The parts of the process often need to
be repeated many times before production of a product can start. The parts
that get iterated and the number of such design cycles in any given project
can be highly changeable. One method of the engineering design process
focuses on the following common aspects:
1. Research
A considerable amount of time is used on research, or finding
information. Consideration should be given to the available
applicable literature, issues and
3. Conceptualization
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.
4. Establishing the design requirements
Establishing design requirements is one of the most essential elements
in the design practice, and this task is usually performed at the same
time as the feasibility analysis. The design requirements control the
design of the project all over the engineering design process. A few
design requirements comprise maintainability, hardware and software
parameters, availability, and testability.
5. Preliminary design
The preliminary design fills the gap between the design concept and
the detailed design phase. During this task, the system configuration is
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defined, and schematics, diagrams, and layouts of the project will offer
early project configuration. In detailed design and optimization, the
parameters of the part being produced will change, but the preliminary
design focuses on creating the common framework to construct the
project.
6. Detailed design
1. Recognition of need
⮚ Realization of problem exists in the design or in the product
⮚ Identification of some defect in a current machine design
⮚ New product opportunity
2. Definition of problem
⮚ Specification of the item to be designed
⮚ Functional characteristics, cost, quality, performance, etc.
3. Synthesis
Preliminary ideas are developed through research of similar product
or designs in use.
4. Analysis and Optimization
⮚ Suitability for the specified design constraints
⮚ If not suitable or design fails to satisfy the constraints
⮚ Then redesign or modified iteration continues until the
proposed design meet the specifications (or) until
feasibility is achieved.
⮚ Then components, sub-assemblies or sub-systems
are then synthesized into the final overall system in
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5. Evaluati
on ⮚ Prototyping
⮚ Testing
⮚ Quality
⮚ Reliability testing
6. Presentation
Documentation of the design through drawings, material
specifications, assembly lists, etc.
Pahl and Beitz Model:
1. Clarification of the task: Collection of information,
Sequential Engineering:
⮚ Sequential engineering is the term used to explain the
method of production in a linear system. The various
steps are done one after another, with all attention and
resources focused on that single task.
⮚ Sequential engineering is a system by which a group within an
organization works sequentially to create new products and services.
⮚ The sequential engineering is a linear product design
process during which all stages of manufacturing operate
in serial. Both process and product design run in serial and
take place in the different time.
⮚ Process and Product are not matched to attain optimal matching.
⮚ Decision making done by only group of experts.
1. Sequential Engineering
Fig.4.1.CAD
CAD Tools
The CAD tools are mainly using for graphics applications and
modeling. Aids such a color, grids, geometric modifiers and group
facilitate structural geometric models. Visualization is achieved
through shaded components and animation which focus design
conceptualization, communication and interference detection. FEM
packages provide optimization in shape and structure. Adding
tolerances, tolerance analysis and investigating the effect of
manufacturing on the design can perform by utilizing CAD tools.
Uses of CAD
CAD is one of the tools used by designers and engineers and is used
in different ways depending on the profession of the customer and
the type of software.
CAD is also used for the development of photo simulations that are
frequently necessary in the 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.
An instruction set architecture is the interface between the software and hardware
and also can be observed as the programmer's view of the machine. Computers do
not understand high level languages, if any, language elements that translate
directly into a machine's native op codes. A processor
At the core of the CAD and CAM processes is a geometric model of the product
under design. Activities of the CAD process include mass properties, finite
element analysis, dimensioning. tolerancing, assembly modeling, generating
shaded images, and documentation and drafting.
The CAD process and its tools utilize three disciplines: geometric modeling,
computer graphics, and design. The CAM process utilizes the disciplines of CAD
itself, manufacturing, and automation.
CAD/CAM Applications
The applications module varies from one software system to another. However,
there are common applications shared by most CAD/CAM systems. Mechanical
applications include mass property calculations, assembly analysis, tolerance
analysis and synthesis, sheet metal design, finite element modeling and analysis,
mechanisms analysis, animation techniques, and simulation and analysis of plastic
injection molding. Manufacturing applications include CAPP, NC, CIM, robot
simulation, and group technology.
Write short notes on: CAD, CAD process, components of CAD system, and
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⮚ Design: Design refers to geometric modeling, i.e., 2-D and 3-D modeling,
Each of these three areas has been extensively developed in the last 30 years several books
are
written on each of these subjects and courses are available through the academic
institutions and the industry.
• Typical tools:
• Tolerance analysis
• Mass property calculations
• Finite-element modeling and visualization
• Defines the geometry of the design
CAD Hardware
There are basically two types of devices that constitute CAD hardware:
Input Devices
These are the devices that we use for communicating with computer, and
providing our input in the form of text and graphics. The text input is mainly
provided through keyboard. For graphic input, there are several devices available
and used according to the work environment. A brief description of these devices is
given here.
that send signals to the computer. The functions of a mouse include locating a
point on the screen, sketching, dragging an object, entering values, accepting a
software command, etc. Joystick and trackballs are analogous to a mouse device,
and operate on the same principle.
Digitizers: Digitizers are used to trace a sketch or other 2-D entities by moving a
cursor over a flat surface (which contains the sketch). The position of the cursor
provides a feedback to the
computer connected with the device. There are electrical wires embedded in
orthogonal directions that receive and pass signals between the device and the
computer. The device is basically a free moving pen shaped stylus, connected to a
tablet.
Light Pens: Lockheed’s CADAM software utilized this device to carry out the
graphic input. A light pen looks like a pen and contains a photocell, which emits an
electronic signal. When the pen is pointed at the monitor screen, it senses light,
which is converted to a signal. The signal is sent to the computer, for determination
of the exact location of the pen on the monitor screen.
Touch Sensitive Screens: This device is embedded in the monitor screens, usually,
in the form of an overlay. The screen senses the physical contact of the user. The
new generation of the Laptop computers is a good example of this device.
Other Graphic Input Devices: In addition to the devices described above, some
CAD software will accept input via Image Scanners, which can copy a drawing or
schematic with a camera and light beam assembly and convert it into a pictorial
database.
The devices just described are, in general, independent of the CAD package being
used. All commercial CAD software packages contain the device drivers for the
most commonly used input devices. The device drivers facilitate a smooth
interaction between our input, the software, and the computer. An input device is
evaluated on the basis of the following factors:
• Resolution
• Accuracy
• Repeatability
• Linearity
Output Devices
After creating a CAD model, we often need a hard copy, using an output device. Plotters
and printers are used for this purpose.
A plotter is often used to produce large size drawings and assemblies, whereas, a
laser jet printer is adequate to provide a 3-D view of a model. Most CAD software
require a plotter for producing a shaded or a rendered view.
CAD Software
CAD Platform
CAD/CAM Applications
The story of the development of Neon Car in USA is a typical example of success of
concurrent engineering. The planning of the car started in August 1990.
For each major item product teams were made. Supporting teams were
organized for such activities like dimension control, materials etc. The
composition of a typical team included representatives from engineering,
stamping, manufacturing processes, assembly, design, purchase, finance,
product planning, materials handling and vendor development. Even suppliers
were part of the product development team. Each team took approximately one
year to complete a task. Subsequently process teams were organized to
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manufacture the product. Four months before the launch the process teams were
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converted into launch teams to successfully introduce the product in the market.
GEOMETRIC MODELING
Geometric Modeling
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
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shape. Though, these differences are often fuzzy: for example, an image can be
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Conic Section
Conic sections or sections of a cone are the curves obtained by the intersection
of a plane and cone. There are three major sections of a cone or conic sections:
parabola, hyperbola, and ellipse(the circle is a special kind of ellipse). A cone
with two identical nappes is used to produce the conic sections.
All the sections of a cone or conic sections have different shapes but they do
share some common properties.
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Conic sections are the curves obtained when a plane cuts the cone. A cone
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generally has two identical conical shapes known as nappes. We can get various
shapes depending upon the angle of the cut between the plane and the cone and
its nappe. By cutting a cone by a plane at different angles, we get the following
shapes:
Circle
Parabola
Ellipse
Hyperbola
Ellipse is a conic section that is formed when a plane intersects with the cone at
an angle. The circle is a special type of ellipse where the cutting plane is parallel
to the base of the cone. A hyperbola is formed when the interesting plane is
parallel to the axis of the cone, and intersects with both the nappes of the double
cone. When the intersecting plane cuts at an angle to the surface of the cone, we
get a conic section named parabola.
The focus, directrix, and eccentricity are the three important features or parameters
which defined the conic. The various conic figures are the circle, ellipse, parabola, and
hyperbola. And the shape and orientation of these shapes are completely based on these
three important features. Let us learn in detail about each of them.
The focus or foci(plural) of a conic section is/are the point(s) about which the conic
section is created. They are specially defined for each type of conic section. A parabola
has one focus, while ellipses and hyperbolas have two foci. For an ellipse, the sum of the
distance of the point on the ellipse from the two foci is constant. Circle, which is a
special case of an ellipse, has both the foci at the same place and the distance of all
points from the focus is constant. For parabola, it is a limiting case of an ellipse and has
one focus at a distance from the vertex, and another focus at infinity. The hyperbola has
two foci and the absolute difference of the distance of the point on the hyperbola from
the two foci is constant.
Directrix
Directrix is a line used to define the conic sections. The directrix is a line drawn
perpendicular to the axis of the referred conic. Every point on the conic is defined by the
ratio of its distance from the directrix and the foci. The directrix is parallel to the
conjugate axis and the latus rectum of the conic. A circle has no directrix. The parabola
has 1 directrix, the ellipse and the hyperbola have 2 directrices each.
Eccentricity
The eccentricity of a conic section is the constant ratio of the distance of the point on the
conic section from the focus and directrix. Eccentricity is used to uniquely define the
shape of a conic section. It is a non-negative real number. Eccentricity is denoted by "e".
If two conic sections have the same eccentricity, they will be similar. As eccentricity
increases, the conic section deviates more and more from the shape of the circle. The
value of e for different conic sections is as follows.
For circle, e = 0.
For ellipse, 0 ≤ e < 1
For parabola, e = 1
For hyperbola, e > 1
Other than these three parameters, conic sections have a few more parameters like
principal axis, latus rectum, major and minor axis, focal parameter, etc. Let us briefly
learn about each of these parameters related to the conic section. The following are the
details of the parameters of the conic section.
Principal Axis: The axis passing through the center and foci of a conic is its
principal axis and is also referred to as the major axis of the conic.
Conjugate Axis: The axis drawn perpendicular to the principal axis and passing
through the center of the conic is the conjugate axis. The conjugate axis is also its
minor axis.
Center: The point of intersection of the principal axis and the conjugate axis of
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Vertex: The point on the axis where the conic cuts the axis is referred to as the
vertex of the conic.
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Focal Chord: The focal chord of a conic is the chord passing through the focus of
the conic section. The focal chord cuts the conic section at two distinct points.
Focal Distance: The distance of a point (x1,y1)
on the conic, from any of the foci, is the focal distance. For an ellipse, hyperbola
we have two foci, and hence we have two focal distances.
Latus Rectum: It is a focal chord that is perpendicular to the axis of the conic.
The length of the latus rectum for a parabola is LL' = 4a. And the length of the
latus rectum for an ellipse, and hyperbola is 2b2/a.
Tangent: The tangent is a line touching the conic externally at one point on the
conic. The point where the tangent touches the conic is called the point of contact.
Also from an external point, about two tangents can be drawn to the conic.
Normal: The line drawn perpendicular to the tangent and passing through the
point of contact and the focus of the conic is called the normal. We can have one
normal for each of the tangents to the conic.
Chord of Contact: The chord drawn to join the point of contact of the tangents,
drawn from an external point to the conic is called the chord of contact.
Pole and Polar: For a point which is referred as a pole and lying outside the conic
section, the locus of the points of intersection of the tangents, draw at the ends of
the chords, drawn from this point is called the polar.
Auxilary Circle: A circle drawn on the major axis of the ellipse as its diameter is
called the auxiliary circle. The conic equation of an ellipse is x2/a2 + y2/b2 = 1,
and the equation of the auxiliary circle is x2 + y2 = a2.
Director Circle: The locus of the point of intersection of the perpendicular
tangents drawn to the ellipse is called the director circle. For an ellipse (x 2/a2 +
y2/b2 = 1), the equation of the director circle is x2 + y2 = a2 + b2
Asymptotes: The pair of straight lines drawn parallel to the hyperbola and
assumed to touch the hyperbola at infinity. The equations of the asymptotes of the
hyperbola are y = bx/a, and y = -bx/a respectively. And for a hyperbola having the
conic equation of x2/a2 - y2/b2 = 1, the equation of the pair of asymptotes of the
x y
hyperbola are a ± b =0
The circle is a special type of ellipse where the cutting plane is parallel to the base of the
cone. The circle has a focus known as the center of the circle. The locus of the points on
the circle have a fixed distance from the focus or center of the circle and is called the
radius of the circle. The value of eccentricity(e) for a circle is e = 0. Circle has no
directrix. The general form of the equation of a circle with center at (h, k), and radius r:
(x−h)2 + (y−k)2 = r2
(x−h)2/a2 + (y−k)2/b2 = 1
A hyperbola is formed when the interesting plane is parallel to the axis of the cone, and
intersect with both the nappes of the double cone. The value for eccentricity(e) for
hyperbola is e > 1. The two unconnected sections of the hyperbola are called branches.
They are mirror images of each other, and their diagonally opposite arms approach the
limit to a line.
A hyperbola is an example of a conic section that can be drawn on a plane that intersects
a double cone created from two nappes.The general form of the equation of the
hyperbola with (h, k) as the center is as follows.
(x−h)2/a2 - (y−k)2/b2 = 1
Conic section formulas represent the standard forms of a circle, parabola, ellipse,
hyperbola. For ellipses and hyperbolas, the standard form has the x-axis as the principal
axis and the origin (0,0) as the center. The vertices are (±a, 0) and the foci (±c, 0)., and is
defined by the equations c2= a2 − b2 for an ellipse and c2 = a2 + b2 for a hyperbola. For a
circle, c = 0 so a 2 = b2. For the parabola, the standard form has the focus on the x-axis at
the point (a, 0) and the directrix is the line with equation x = −a.
Circle: x2+y2= a2
Parabola: y2= 4ax when a>0
Ellipse: x2/a2 + y2/b2 = 1
Hyperbola: x2/a2 – y2/b2 = 1
1. Example 1: What will be the equation for the hyperbola which has center at (2, 3), vertex
at (0, 3), and the focus at (5, 3).
Solution:
As we see, for hyperbola, all three points i.e., center, vertex, and focus lie on the same line y = 3.
a = 2, c = 3
Hence
b2 = c2- a2 = 9 – 4 = 5.
(x−h)2/a2 - (y−k)2/b2 = 1
We get,
(x−2)2/22 - (y−3)2/5 = 1
2. Example 2: If for an ellipse, the focus lies at (3, 0), a vertex lies at (4, 0), and its center lies
at (0, 0). Find the equation of the ellipse.
Solution:
c = 3 and a = 4.
Using b2 = a2 – c2
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We get:
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b2= 16 – 9 = 7
x2/a2 + y2/b2 = 1
x2/16 + y2/7 = 1
Hermite curve
A Hermite curve is a spline where every piece is a third degree polynomial defined in
Hermite form: that is, by its values and initial derivatives at the end points of the
equivalent domain interval. Cubic Hermite splines are normally used for interpolation of
numeric values defined at certain dispute values x1,x2,x3, ….., xn, to achieve a smooth
continuous function. The data should have the preferred function value and derivative at
each Xk. The Hermite formula is used to every interval (Xk, Xk+1) individually. The
resulting spline become continuous and will have first derivative.
Cubic 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 parameter‘t’.
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 computer graphics. Hermite curves are simple to
calculate but also more powerful. They are used to well interpolate between key points.
A general adaptive method is recursive subdivision, in which a curve's control points are
verified to view if the curve approximates a line segment to within a low tolerance. If
not, the curve is further divided parametrically into two segments, 0 ≤ t ≤ 0.5 and 0.5 ≤ t
≤ 1, and the same process is used recursively to each half. There are future promote
differencing techniques, but more care must be taken to analyze error transmission.
Analytical methods where a Bezier is intersected with every scan line engage finding
roots of cubic polynomials and having with multiple roots, so they are not often applied
in practice. A Bezier curve is described by a set of control points P0 through Pn, where
‘n’ is order of curve. The initial and 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
As shown in the figure 2.5, the given points P0 and P1, a linear Bezier curve is merely a
straight line between those two points.
The Bezier curve is represented by and it is similar to linear interpolation
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.
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
VISUAL REALISM
Hidden – Line-Surface-Solid removal algorithms – shading – colouring – computer
animation.
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 :
● Visualization in geometric modeling
● Visualization in scientific computing.
Visualization in geometric modeling is helpful in finding connection in the design
applications. By shading the parts with various shadows, colors and transparency, the
designer can recognize undesired unknown interferences. In the design of complex
surfaces shading with different texture characteristics can use to find any undesired quick
modifications in surface changes.
Visualization in computing is viewed as a technique of geometric modeling. It changes
the data in numerical form into picture display, allowing users to view their simulations
and
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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.
Hidden line removal (HLR) is the method of computing which edges are not hidden by
the faces of parts for a specified view and the display of parts in the projection of a
model into a 2D plane. Hidden line removal is utilized by a CAD to display the visual
lines. It is considered that information openly exists to define a 2D wireframe model as
well as the 3D topological information. Typically, the best algorithm is required for
viewing this information from an available part representation.
3D parts are simply manufactured and frequently happen in a CAD design of such a part.
In addition, the degrees of freedom are adequate to show the majority of models and are
not overwhelming in the number of constraints to be forced. Also, almost all the surface-
surface intersections and shadow computations can be calculated analytically which
results in significant savings in the number of computations over numerical methods.
Priority algorithm
Priority algorithm is basis on organization all the polygons in the view according to the
biggest Z-coordinate value of each. If a face intersects more than one face, other
visibility tests besides the Z- depth required to solve any issue. This step comprises
purposes of wrapper.
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.
issue, which was one of the first key issues in the field of three dimensional graphics.
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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 world’s size approaches
infinity the rendering engine should not slow down but maintain a 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.
buffer algorithm
pixel is behind the pixel in the Z-buffer, the pixel is eliminated, or else it is shaded and
its depth value changes the one in the Z-buffer. Z-buffering helps dynamic visuals easily,
and is presently introduced effectively in graphics hardware.
• Depth buffering is one of the easiest hidden surface algorithms
• 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.
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).
Painter’s algorithm
The painter's algorithm is called as a priority fill, is one of the easiest results to the
visibility issue in three dimensional graphics. When projecting a 3D view onto a 2D
screen, it is essential at various points to be finalized which polygons are visible, and
which polygons are hidden.
The ‘painter's algorithm’ shows to the method employed by most of the painters of
painting remote parts of a scene before parts which are close thereby hiding some areas
of distant parts. The painter's algorithm arranges all the polygons in a view by their depth
and then paints them in this order, extreme to closest. It will paint over the existing parts
that are usually not visible hence solving the visibility issue at the cost of having painted
invisible areas of distant objects.
The ordering used by the algorithm is referred a 'depth order', and does not have to
respect the distances to the parts of the scene: the important characteristics of this
ordering is, somewhat, that if one object has ambiguous part of another then the first
object is painted after the object that it is ambiguous. Thus, a suitable ordering can be
explained as a topological ordering of a directed acyclic graph showing between objects.
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).
4. evaluate depth of two objects, determine if A is in front of B, or B is in front of A,
if they don’t overlap in xy, or if they intersect
5. divide one object by another object
Advantage of painter's algorithm is the inner loops are quite easy and limitation is sorting
operation.
Warnock algorithm
The Warnock algorithm is a hidden surface algorithm developed by John Warnock that is
classically used in the area of graphics. It explains the issues of rendering a difficult
image by recursive subdivision of a view until regions are attained that is trivial to
evaluate. Similarly, if the view is simple to compute effectively then it is rendered; else it
is split into tiny parts which are likewise evaluated for simplicity. This is a algorithm
with run-time of O(np), where p is the number of pixels in the viewport and n is the
number of polygons.
The inputs for Warnock algorithm are detail of polygons and a viewport. The good case
is that if the detail of polygons is very simple then creates the polygons in the viewport.
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viewport into four equally sized quadrants and to
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recursively identify the algorithm for each quadrant, with a polygon list changed such
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A ray tracing is a method for creating an image by tracing the path of light via pixels in
an image plane and reproducing the effects of its meets with virtual objects. The
procedure is capable of creating a high degree of visual realism, generally higher than
that of usual scan line techniques, but at a better computational. This creates ray tracing
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excellent suited for uses where the image can be rendered gradually ahead of time,
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similar to still images and film and TV visual effects, and more badly suited for real time
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environment like video games where speed is very important. Ray tracing is simulating a
wide range of optical effects, such as scattering, reflection and refraction.
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.
Advantages of Ray tracing:
1. A realistic simulation of lighting over other rendering.
2. An effect such as reflections and shadows is easy and effective.
3. Simple to implement yet yielding impressive visual results.
Limitation of ray tracing:
Scan line algorithms use data consistency to divide computations between pixels, while ray
tracing normally begins the process a new, treating every eye ray separately.
Shading
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.
Shading techniques:
In computer graphics, shading submits to the procedure of changing the color of an object in
the
3D view, a photorealistic effect to be based on its angle to lights and its distance from
lights. Shading is performed through the rendering procedure by a program called a
‘Shader’. Flat shading and Smooth shading are the two major techniques using in Computer
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graphics.
CAD
Standards
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
for 2D vector graphics appropriate for mapping and related duties. The calls are
defined to be moveable across various programming languages, graphics hardware,
so that applications noted to use GKS will be willingly portable to different
devices and platforms
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.
ii) POLYMARKERS
v) CELL ARRAY
The GKS CELL ARRAY function shows raster like pictures in a device
autonomous manner. The CELL ARRAY function takes the two corner points of a
rectangle that indicate, a number of partitions (M) in the X direction and a number
of partitions (N) in the Y direction. It then partitions the rectangle into M x N sub
rectangles noted as cells.
Standard for exchange images
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The first stage gives an effective means for resembling curve and surface geometry by
estimating polynomial functions of input data. The next stage works on geometric
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primitives explained
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.
. Features of OpenGL
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 Programmer’s Interface (API), practice with
IRIS GL offered insight into what programmers need and don’t 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.
iii) Fine-Grained Control
Due to minimize the needs on how an application utilizing the Application
Programmer’s Interface must save and present its information, the API must give a
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suggestion to state entity parts of geometric entities and operations on them. This
fine-grained control is necessary so that these 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 Programmer’s 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.
vi) Not Programmable
OpenGL does not give a programming language. Its function may be organized by
turning actions on or off or specifying factors to operations, but the rendering
algorithms are basically fixed. One basis for this decision is that, for performance
basis, graphics hardware is generally designed to apply particular operations in a
defined order; changing these operations with random algorithms is generally
infeasible. Programmability would variance with maintenance of the API close to
the hardware and thus with the objective of maximum performance.
vii) Geometry and Images
OpenGL gives support for managing both 3D and 2D geometry. An Application
Programmer’s Interface for utilize with geometry should also give guidance for
reading, writing, and copying images, because geometry and images are regularly
joint, as when a Three Dimensional view is laid over a background image.
Various per-fragment processes that are applied to fragments beginning from
geometric primitives apply uniformly well to fragments corresponding to pixels in
an image, making it simple to mix images with geometry.
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MCS are database, master, or world coordinate system. Another name for SCS is
device coordinate system. Model Coordinate System
⮚ The model coordinate system is defined as the reference space of the model
with respect to which all the model geometrical data is stored.
⮚ It is a Cartesian system which forms the default coordinate system used by
a particular software program. The X, Y, and Z axes of the MCS can be
displayed on the computer screen. The origin of the MCS can be arbitrarily
chosen by the user while its orientation is established by the software.
⮚ The three default sketch planes of a CAD/CAM system define the three planes of the
MCS, and their intersection point is the MCS origin. When a CAD designer
begins sketching, the origin becomes a corner point of the profile being
sketched. The sketch plane defines the orientation of the profile in the model
3D space.
⮚ In order for the user to communicate properly and effectively with a model database,
the
relationship between the MCS orthogonal (sketch) planes and the model
views must be understood by the user. Typically, the software chooses one
of two possible orientations of the MCS in space.
the MCS where the XY plane is vertical and defines the model
front view. As a result, the XZ and the YZ planes define the top
and the right side views, respectively.
Pm = T Pw
P = [x y z 1] T
m
Where [R]w is the rotation matrix that defines the orientation of
the WCS relative to the MCS and [P]w org m is the position vector
that describes the origin of the WCS relative to the MCS. The
m
columns of[R]w : give the direction cosines of the unit vectors in
the Xw, Yw and Zw directions relative to the MCS as shown in Figure
.These direction cosines are the components of the unit vectors
along the axes of the MCS.
I If the WCS axes are along the MCS axes, then the direction cosines
become 1, -1, or 0, and if Xw and Yw are aligned along the Z and X
axes of the MCS, respectively, the transformation between the WCS
and MCS is given by:
Observe that one of the matrix in eqn. is inverse of the other; their
manipulation produces the identity Matrix, I.
Modeling Transformation: This transformation alters the coordinate values of the object.
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Basic operations are scaling, translation, rotation and, combination of one or more of these
basic
1. Translation
2. Scaling
3. Rotation
4. Reflection
5. Shear
6. Twist
2D
translation
Translation is nothing but moving an object across the screen from one position to
another. The translation transformation positions the object to a new location.
Translation of a point:
Translation of a
point Let
T= Translation matrix tx(∆⮚), ty(∆⮚)are the Translation distance along the x and y
axis
respectively.
The new coordinates of the translated triangle are A’(4,3), B’(8,4) and C’(6,5).
2D Rotation
2D Scaling
¬ Scaling factor is always positive, if scaling factor is less than 1, the object is
compressed; if more than 1, the object is stretched.
¬ If scale factors are equal i.e., Sx=Sy=S, the object changes in size only and not
in shape. This scaling is known as uniform scaling.
¬ If scale factors are different i.e., Sx≠Sy, the object changes in size
only and not in shape. This scaling is known as non-uniform scaling. ( )
Rotation in angle about a pivot (rotation) point , .r rx y θ
2D reflection
In the uniform scaling, the coordinate values change uniformly along the x, y, and
z coordinates, whereas, in non-uniform scaling, the change is not necessarily the
same in all the coordinate directions
Homogeneous Coordinates
The scaling and translation transformations are essentially the same as two-
dimensional transformations. However, the points matrix will have a non-zero 3rd
column. Additionally, the transformation matrices contain some non-zero values in
the third row and third column.
Translation
x’ = x+
tx y’ =
y+ ty z’
= z+ tz
P’=T.P
In special cases where an object is to be rotated about an axis that is parallel to one
of the coordinate axis, we can obtain the desired rotation with the following
transformation sequence.
1. Translate the object so that the rotation axis coincides with the parallel
3. Translate the object so that the rotation axis is moved back to its original position.
Scaling
The matrix representation for an arbitrary fixed-point (xf, yf, zf) can be expressed as:
Reflection
Shears:
The matrix expression for the shearing transformation of a position P = (x, y, z), t
produce z-axis shear, can be written as:
• Parameters a and b can be assigned any real values. The effect of this
. • Shearing transformations for the x axis and y axis are defined similarly.
Traditionally drawings are prepared on plane drawing sheets. This has several
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limitations. The sketches have to be made only in two dimensions. Though the
depth can be represented by
⮚ The object is represented by its geometric model in three dimensions (X, Y and Z).
⮚ The mathematical representation reduces creation of views like
orthographic, isometric, axonometric or perspective projections into
simple viewing transformations.
⮚ Though the size of the screen is limited, there is no need to scale the drawings.
⮚ Drawings can be made very accurate.
⮚ The geometric models can be represented in color and can be viewed from any angle
⮚ Sections can be automatically created.
⮚ The associativity ensures that any change made in one of the
related views will automatically reflect in other views.
⮚ Revision and revision control are easy.
⮚ Drawings (geometric models) can be modified easily.
⮚ More important than all, drawings can be reused conveniently.
⮚ Storage and retrieval of drawings are easy.
Modern computer graphics displays are simple in construction. They consist of basically
three components.
i. Monitor
ii. Digital Memory or Frame Buffer
iii. Display Controller
Most of the computer graphics displays use raster CRT which is a matrix of
discrete cells each of which can be made bright. A graphic entity like line or circle
is represented as a series of “points or dots” on the screen. Therefore, it is called as
a point plotting device.
The video display screen is divided into very small rectangular elements called a
picture element or pixel. This happens to be the smallest addressable screen
element. Graphic images are formed by setting suitable intensity and color to the
pixels which compose the image.
Depending upon the resolution screens may have varying number of pixels. For
example, an SVGA monitor with a resolution of 1024 x 768 will have 1024 pixels
in every row (X - direction) and 768 pixels in every column (Y-direction).
Monitors of larger size will have resolution of 1024 x 1024 or more. A raster scan
system displays the image on a CRT in a certain fixed sequence.
The refresh rate is the number of complete images or frames scanned per second.
In the case of interlaced refresh cycle odd numbered raster lines are refreshed
during 1/60th of a second. Even numbered raster lines are refreshed during the
next 1/60th of a second. In non-interlaced displays, all lines are refreshed in
1/60th of a second. The quality of non- interlaced display is hence, superior. These
systems, however, require expensive frame buffer memory and display controller.
Graphic Primitives
The drawing entities that a user may find in a typical CAD package include : point
line, construction line, multi-line, polyline,circle spline, arc ellipse polygon,
rectangle. A simple drawing
Graphics System
Geometry Engine
The geometry engine accepts 3-D world co-ordinate data and converts them into X,
Y screen co- ordinates. Depth information is manipulated using Z-buffer. Colors
are also processed. The geometry pipeline facilitates among other functions
lighting, clipping, and 3D to 2D projection, viewing transformations, rotation,
scaling and translation.
Scan Conversion
The scan conversion subsystem carries out polygon decomposition, edge slope
calculations, span slope calculations and span interpolation. The output of the scan
conversion is the pixel information to the raster subsystem.
Raster Subsystem
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The raster subsystem will have usually 24 bit planes. This will provide eight bit
planes for each primary color (RGB) so that (28) shades of a single color can thus
obtain. Since the different colors are obtained by the three primary colors a total of
(28)3colors are available on the screen.
In a typical raster engine five 256K X 4D RAM provide 4 bits of Z-depth. The
raster information is stored in the frame buffer. Twenty 64 K X 4 video RAM
provide 4 bits for each pixel of 1280 X 1024 resolution. Entry level systems will
have 12 bit planes and high end systems will have 32 bit planes for the frame
buffer.
Display Subsystem
The display subsystem has multi-mode graphics processors which manage the
display, send the Red, Green, Blue color (RGB) data to the respective digital to
analog converters as well as provide a video output. 12. Write short notes on
clipping, view ports, line drawing. (Or) Explain the Cohen - Sutherland line-
clipping approach with proper sketches.
Clipping
Method: Is end-point inside the clip region - half-plane tests –If outside, calculate
intersection between the line and the clipping rectangle and make this the new end
point
Rules:
Polygon clipping
Convert a polygon into one or more polygons that form the intersection of the
original with the clip window.
Sutherland-Hodgman
Polygon Clipping
Algorithm
¬ Subproblem:
clipped polygon(s)
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–generalizes to 3D (6 planes)
in-to-out: output
Drawing of Lines
Straight line segments are used a great deal in computer generated pictures. The
following criteria have been stipulated for line drawing displays
The process of turning on the pixels for a line segment is called vector generation.
If the end points of the line segment are known, there are several schemes for
selecting the pixels between the end pixels. One method of generating a line
segment is a symmetrical digital differential analyzer (DDA).
ASSEMBLY OF PARTS
which apply contact data between assembly components, were created. Newly,
Virtual Reality (VR) has broadly developed towards Assembly realistic simulation.
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.
. Assembly Concepts
When components are additional to an assembly, parent and child relationships are
created. These relationships are displayed by graphically as an assembly tree. Parts
are parametrically connected by position constraints. These constraints have data
about how a part should be placed within the
assembly hierarchy and how it should respond if other components are edited.
Functioning within the framework of an assembly is prepared easier by accepting
to apply more commands to other parts and sub-assemblies. These contain the
Annotation Text, Inquire, Point, Datum Plane and Pattern Component commands.
Bigger assembly performance is improved by removing
unwanted redraws and improved display management while zooming.
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.
Bottom up Hierarchy:
The ‘bottom up’ assembly design hierarchy of the basic assembly is shown in
figure 4.2. All the parts exist prior to Part1. When Part1 is generated, it becomes
the active. It would utilize the menu sequence to add Bracket and it becomes the
active part.
Insert > Component
Or
Assembly Design Tool Bar >
As per example shown in figure 4.2., ‘Bracket’ is a child of Part1. The dashed
line represents that ‘Bracket’ exists in the 3D file Parts Z3. The dotted line
represents that ‘Bracket’ is inserted into Part-1. After Bracket is added, Part1 is
redefined. Bolt and Washer are then added the same
process and Part-1 is reactivated again.
In a ‘top down’ assembly design all parts are classically designed by the similar
person within a single part. 3D assembly handles ‘top down’ method by allowing
to design and creation of a component while work in the active part. Hence, the
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Every part is activated and modified as needed. The ‘top down’ assembly design
has its benefits. If the project is terminated or to go in a different new direction,
removing the file will remove the part and all of its components.
Top down Hierarchy
The ‘top down’ assembly method is shown in a figure 4.3 and one of the
components exist prior to Part-1. When Part-1 is generated, it will be the active
part. The following command sequence to generate Bracket and create it the active
part.
technique referred six assembly directions along with the principal assembly axis:
+x, -x, +y, -y, +z, and -z. But, the method could be improved, to think other
assembly directions, as required. The projected system uses projection of part
coordinates onto planes in three principal axis (x, y ,z) to find the obstruction
between parts sliding along some of the six principal assembly axis. The
projections overlap between any two parts in a specified axis direction shows a
potential interference between the
two parts, when one of the two parts slides along the specified direction, with
respect to the other. Vertex coordinates for overlapped 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.
Interference-free matrix
An interference-free matrix shows interference between two components, when
one component is moved, in a given assembly direction, into an assembled
location, with another component already in an assembled location. Assembly
actions that result in interferences are denoted as ‘0’ in the matrix, and assembly
actions that do not result in interferences are denoted as ‘1’ in the matrix.
As shown in figure 4.4., the interference-free matrix of an assembly having three
parts, for assembly movement sliding from infinity of negative toward infinity of
positive along the +x direction
Geometric Tolerance
The function of geometric tolerance is to explain the engineering objective of
components and assemblies. The datum reference frame can explain how the part.
Tolerance can accurately define the dimensional needs for a part, permitting over
50% more tolerance than coordinate dimensioning in a few cases. Suitable purpose
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of tolerance will confirm that the part described on the drawing has the preferred
form, fit and purpose with the highest possible tolerances
only variation in the location of the holes relative to nominal centers on the parts
but also the slippage difference of matching holes relative to each other when safe.
Thus there is the opportunity that the assembly of such interacting parts will not
move or won’t come closer as planned. This can generally be judged by different
assembly criteria, say G1, G2,... Here we will be discussed with just one assembly
criterion, say G, which can be noted as a function of the part dimensions L1,...,Ln.
A example is shown in Figure 4.7., where n = 6 and is the clearance gap of interest.
It finds whether the stack of cogwheels will locate within the case
or not. Thus it is preferred to have G > 0, but for performance of functional causes
one may also require to limit G.
are not homogeneous, so that the CG must be calculated by adding the offset
moments along all of the three axes.