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Assembly Modelling
Assembly Modelling
Assembly
Modelling
Introduction
• We usually distinguish between modelling of
components/parts and modelling of assemblies.
• A part is usually perceived as one piece of a
model; much like what you would put on a
workshop drawing.
• An assembly is composed from multiple parts;
much like an assembly drawing.
• The distinction between parts and assemblies is a
little vague.
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Introduction
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• Many CAD systems have been used to create
models of single components.
• Previous design procedure was to assemble the
actual components or prototype later in the
design cycle.
• Physical distance between design teams in
global corporations and the need for electronic
transfer fuelled the need for computer-based
assemblies.
Assembly Modelling
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Assembly Modelling
Assembly Modelling
• Relationship data includes
• – Constraint information
– orientation and location of components with respect to
one another
– variational relationship between features of different
parts
• – Instancing information
– multiple occurrences of the same component
• – Tolerance and fit information
– part interference and clearance
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Assembly Modelling
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Assembly Modelling
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Multi-part Assemblies
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Virtual Assemblies
• This approach takes advantage of linking part files
that make up an assembly.
• By linking part files instead of copying them, your
assemblies (and sub-assemblies) can take
advantages of the following:
• RAM requirements for your assemblies are
reduced
§ The display of the assembly can be simplified
without editing the underlying geometry.
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Virtual Assemblies (con’t)
§ Assemblies are automatically updated if master parts
are changed.
§ Locational relationships between components in an
assembly can be defined.
§ Other applications (Drafting, Manufacturing, etc.) can
use the master data without having the ability to change
it.
§ There is only one copy of geometry data, so edits and
revisions done to the master part are reflected in all
assemblies that reference that part.
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Assembly manager
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General Assembly Concepts
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Top-Down Modelling
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Bottom-Up Modeling
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The Master Model Concept
• The idea of a Virtual
Assembly, taken to its
logical conclusion, leads to
the Master Model
paradigm.
• The power of implementing
a Master Model is that
diverse yet dependent
design processes can access
the same master geometry
during development.
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Example
• Manufacturing engineers have the need to design
fixture devices, define machining operations,
designate cutter tools and save this data in their
models.
• By creating a manufacturing assembly and
retrieving components into it, manufacturing
engineers can then generate their application
specific geometry/data referencing master
geometry:
- This avoids duplication of model geometry
- Multiple manufacturing designers can work in separate
files simultaneously
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Part/sub-assembly placement
• Examples of constraints applied to assemble
components
• – alignment
– surfaces, axes
– with offset distances
• – mating
– surfaces, edges
• – coincidence
– points, edges
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Simplified Representation
• Large assembly models can seriously slow
down the processor capabilities of the
hardware system being used.
• In these cases, many assembly modellers
provide means for simplifying the
assembly.
• The use of instancing helps reduce
complexity.
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Simplified Representation
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SHADING
Photorealistic Display
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Photorealistic Display
• Topic includes…
– Hidden line removal
– Rendering
• light sources
• surface properties
• smoothing algorithms
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Digital Images
• created on a 2D screen with fixed dimensions.
• Sampling rate
– determines how much detail the picture can contain.
• Aspect ratio
– ratio of image width to image height (usually 4:3)
• Resolution
– amount of detail that may be reproduced
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Types of display devices
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Vector displays
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Vector displays
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Raster scan
• Image generated by illuminating points in
the raster (a set of horizontal lines of pixels)
• The electron gun scans each line, top to
bottom and back, mapping an array of
illumination points (bitmaps).
• Image “map” stored in memory referred to
frame buffer.
• Original efforts were monochromatic
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Raster scan (disadvantages)
• Discrete nature of pixels as opposed to
entities defined by endpoints, curves
(integer vs. continuous function)
• Entities must be “scan-converted” to
component pixels in frame buffer.
• Pixels produce inclined lines and curves
using horizontal elements (stair casing
effect “aliasing”).
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Anti-aliasing
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Shading
• Output of a shading routine is the determination of
a light intensity level for a point ( or a series of
points) on a display.
• To find this intensity value:
– an incident ray is considered to be cast from a light
source upon the surface
– characteristics of the ray’s reflection are determined.
• In most cases this requires intensity calculations
for many surfaces.
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Image is dependent upon
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Data required for calculation
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Illumination
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Light sources
• Point sources:
– Light rays which emanate evenly from a single
source
– Intensity of all rays is equal
– A simple analogy would be that of an
incandescent light bulb
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Point Light
Point of omni-directional
light source
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Light sources
• Directed:
– Infinitely distant point source.
– A simple analogy would be a distant sun
– Light rays are parallel and equal in intensity
– Requires specification of a “target”
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Light Sources
• Spot Light
– A variation of the directed source
– Light rays not parallel but emanate in a cone
– Requires specification of a “target”
– May have control of an inner “hot cone”
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Spot Light
Source Location
Spot Light
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Light Sources
• Ambient:
– Distributed uniformly in all directions,
regardless of location.
– Assumed to produce constant illumination of all
surfaces, regardless of their orientation.
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Ambient Light
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Reflectance (surface property)
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Ambient reflectance
• Ambient light impinges equally from all
directions
• Effect on surface illumination is a material
property.
• Effect of ambient light sources on a surface
given by formula: Ra = Iaka
– ka is coefficient of ambient reflection, value
between 0 (black) and 1 (white).
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Diffuse reflection
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Diffuse Reflectance
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Specular reflection
• Light is reflected in
one direction only
• Produces a shiny
mirror-like effect
• Effect is dependent
upon viewer location
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Software controls
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Software controls
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Shading
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Flat vs. Smooth shading
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Smooth Shading
• For realistic appearance, smooth shading
algorithms are used.
• The two most frequently used are Gouroud and
Phong shading techniques.
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Gouroud Shade Algorithm
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Ray tracing
• Brute force method based upon the principle that
the viewer “sees” an object by having light strike
the object and return to the viewer.
• “Ray” is typically traced from the viewer toward
the object through the center of all pixels on a
raster grid.
• Determination is then made of which part(s) of an
object are intersected by the ray.
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