Professional Documents
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L10-23 Product Presentation
L10-23 Product Presentation
Drawing
Laurea specialistica in Ingegneria Meccanica
Aggregation
Aggregazione
Approach
▪ Orthogonal and\or Pictorial views
▪ functional dimensions
▪ Envelope ( global dimensions, e.g. for
shipping)
Example: Derailleur for OEM
▪ Weight (e.g. for shipping)
(Original Equipment Manufacturer)
Group drawing\subgroup (group)
Objective
Indicate Groups\sub-groups\Components
Approach
• Isometric view (optional exploded)
• Balloons
• Bill of materials (BOM)
2
BOM Types
1. Multi-level BOM (indented BOM)
2. Single level BOM
3. Part List
4. Flattened BOM
Skate example
Single level BOM
• include the highest-level
components and materials used
in the making of a product
• provide a comprehensive
overview of the product’s
assembly
Multi-level BOM (indented BOM)
• Single level + Breaks down the
sub assemblies, with hierarchical
(tree) structure
• used by manufacturers that also
produce the subassemblies
Multi-level BOM example
Part List
Summary of all parts with
quantities (subassembly
excluded)
Good for the buy office
Flattened BOM
A quantity-based summary from a
specific top-level BOM.
Contains assemblies and parts,
Similar to the part list that
contains only parts.
BOM item types
five options: Normal, Phantom, Reference, Purchased,
and Inseparable
BOM item types
• Normal
• default for components fabricated inside the enterprise
• Purchased
• not fabricated components (parts or assemblies)
• Examples: Cylinders, pistons, or shock absorbers, motors, Hinges, etc.
Purchased (components)
• ability to filter (include/exclude) them on the parts list
Purchased (assemblies)
• assigned to assemblies that your company
purchases or manufacturers.
• The assembly is listed as a single line item
in the “PARTS ONLY” list
Its children:
• Will never appear in the “PARTS ONLY” list and
are excluded for any BOM quantity calculation.
• Will appear and be numbered when viewing “all
levels” under the “STRUCTURED” list. Under
this condition the child are shown like a normal
assembly would be in the BOM view.
Phantom
• exist in the assembly, but NOT in BOM
• not numbered
• not included in quantity calculations
• included in assembly global mass calculations
• can be assigned to parts, but it’s common for
assemblies
• assigned to an assembly, its children are promoted
to the next level in the BOM and the assembly is
not listed
• used to simplify
Where to use Phantom
• hardware purchased and assembled separately, but
commonly used together (screws, nuts, and
washers)
• large assembly, focus on certain sections: mark
other subassemblies as Phantom
Phantom Example: manifold assembly
4 inlets x 8 bolts hardware connections
• instead of inserting, constraining, and
patterning each (8x) hardware at this
level x the 4 manifolds
• create 1 phantom hardware sub-
assembly and place it 4 times
• Where used :
• skeleton part or assembly for skeleton modeling
• Visual enhancements, added for technical drawing/publication
purposes. It is not a part of the actual design.
Example Reference
• customer’s pump (CAD external part – Flagged as reference) used as reference
to ensure correct design
• customer’s pump not listed in BOM
• excludes pump’s mass/volume from calculation
Virtual components
• No geometry (es. paint, surface
treatment)
• Created with In-Place
Component command in an
assembly
• Not associated to a file
• component that does not require
geometry or a unique file
• treated as real components
• They have a browser entry,
properties such as quantity and
part number.
Virtual components Examples
• Fasteners that you do not need to model.
• Bulk items such as gas, paint, or lubricant.
• Intangible bill of materials line items such as packaging or software.
customize
add
Multi level BOM
Insert BOM
• In drawing choose part list
BOM location
• depends on company standards.
• Common locations include:
• Above the title block most common W<180mm
Where
• Quick identification on technical drawing
• Sales & Marketing (e.g. catalog, website)
• assembly instructions
• Maintenance procedures
• Internal communication (features or issues)
Photorealistic Rendering....what is it?
•Realistic digital image from a virtual
scene
•generally offline= non interactive
•PR requires calculations and time
but there are hardware accelerators
in graphics cards.
•A sequence of images (>27 fps)
make up a video
•During CAD modelling the rendering
is simplified for interactivity automotive advertisements use
renderings
CAD model -> Realistic aspect
Rendering Engine
Extras
3D scene
1. Camera
Lights Environment
Camera
2. Models
3. Lights
4. Material\textures
5. Environment
6. Animatios
View Plane
Models
Materials
Inetractive Rendering
discontinuity
Gouraud Shading
Computes color in each triangle vertex and uses color linear interpolation = no
discontinuities along the boundaries of the triangles
Phong Shading
interpolates normals at each point (pixel) of the polygon to determine
the color of each pixel.
Limits of interactive renderings
too bright
Photorealistic
Rendering
Laurea specialistica in Ingegneria Meccanica
•Global illumination
•All objects and lights are in the
simulation
•Computes Indirect light = shadows
•Computes refraction\reflections
•Physic based materials
•Materials simulate real interaction
of photons with materials
▪ propagates radially
▪ Intensity degrades with distance
Modulo 4-p3 – 81
Spotlight or bull's eye
a reflector that reduces the beam to a conical region. (as in theatre)
Set the geometry of the cone (Position, direction, angle).
The camera
Stanley Kubrick
Prof. Ing. Michele Fiorentino
michele.fiorentino@poliba.it
84
The vision frustrum
The virtual camera is
characterized by:
▪ Location or view point
▪ Direction or view direction
▪ The focal length
Focal length
• Long focal length, narrow field
Depth of field
• the distance between the nearest
and the farthest objects that are in
acceptably sharp focus in an
image.
• may be chosen for technical or
artistic purposes.
Inventor camera
Quick and easy cam position setup
1. Set up a camera
2. Rotate\zoom\pant till you
see your desired point of
view
3. Go to camera->contextual
menu->set camera to view
Textures\Decal\stickers
z
y
Types of mapping
Tiling textures
• Side-by-side reuse of the tiles to
cover large surfaces with high detail
(floors, walls, etc.)
Tilable texture
1
2
5
• Start new animation
• Activate (many possible) 4
• Show timeline and set time
Camera turntable
1. Create
2. set camera POI
3. Animate camera
4. Set turntable
Finalizing the Video
Product Presentation