The Community for Technology Leaders
RSS Icon
Issue No.06 - November-December (1998 vol.18)
pp: 46-52
The use of virtual prototypes generated from engineering simulations can be crucial to the efficient development of innovative products. Performance predictions and functional evaluations of a design are possible long before results of real prototype tests become available. This article presents new results of ongoing research at the University of Erlangen and at BMW in developing a virtual environment for car-body engineering applications. They extend to a variety of different fields such as structural mechanics, aerodynamics, acoustics, and air conditioning, to name just a few. In each of these fields, the task at hand is twofold: first, to predict the physical behavior of a complex technical system; second, to use the analysis results to effectively introduce the necessary engineering changes. Creating VRML scenes makes it possible to use intranets or the Internet as a communication platform.
Virtual Environments, Virtual Reality, VRML, Scientific Visualization, Numerical Simulation
Martin Schulz, Thomas Reuding, Thomas Ertl, "Analyzing Engineering Simulations in a Virtual Environment", IEEE Computer Graphics and Applications, vol.18, no. 6, pp. 46-52, November-December 1998, doi:10.1109/38.734979
1. S. Bryson, "Virtual Environments in Scientific Visualization," Course Notes, IEEE Visualization 92, 1995, / papers.html.
2. S. Bryson and C. Levit, “The Virtual Windtunnel,” IEEE Computer Graphics and Applications, Vol. 12, No. 4, July 1992, pp. 128‐137.
3. W. Ye and J.M. Vance, "Visualization of Structural Impact Problems in a Virtual Environment," Proc. SCS Simulation MultiConference, Society for Computer Simulation, San Diego, Calif., 1997, pp. 325-330.
4. T.P. Yeh and J.M. Vance, "Applying Virtual Reality Techniques to Sensitivity-based Structural Shape Design," Proc. Design Engineering Technical Conferences (DETC) 97, Paper #DETC97/DAC-3765, American Society of Mechanical Engineers Press, New York, 1997.
5. W.J. Schroeder, J.A. Zarge, and W.E. Lorensen, “Decimation of Triangle Meshes,” Proc. SIGGRAPH '92, pp. 65-70, 1992.
6. K.J. Renze and J.H. Oliver, “Generalized Surface and Volume Decimation for Unstructured Tessellated Domains,” Proc. VRAIS '96, pp. 111-21, Mar. 1996.
7. S. Kuschfeldt et al., "Visualization of Crashworthiness Simulations Using Virtual Reality Techniques," Proc. Int'l Conf. on High Performance Computing in Automotive Design, Engineering and Manufacturing, Cray Research, Eagan, Minn., 1996, pp. 455-462.
8. S. Kuschfeldt et al., "The Use of a Virtual Environment for FE Analysis of Vehicle Crash Worthiness," IEEE Virtual Reality Ann. Int'l Symp. 1997, IEEE Computer Society Press, Los Alamitos, Calif., 1997, p. 209.
9. M. Schulz, T. Ertl, and T. Reuding, "Crashing in Cyberspace—Evaluating Structural Behavior of Car Bodies in a Virtual Environment," Proc. Virtual Reality Annual Int'l Symp. (VRAIS 98), IEEE CS Press, Los Alamitos, Calif., 1998, pp. 160-166.
10. M. Schulz et al., "From High-End VR to PC-based VRML Viewing: Supporting the Car Body Development Process by Adapted Virtual Environments," Proc. Computer Graphics and Imaging (CGIM) 98, Int'l Assoc. of Science and Technology for Development (IASTED), Acta Press, Anaheim, Calif., 1998, pp. 231-234.
11. W.E. Lorensen and H.E. Cline, “Marching Cubes: A High Resolution 3D Surface Construction Algorithm,” Computer Graphics (SIGGRAPH '87 Proc.), vol. 21, pp. 163-169, 1987.
12. S. Kuschfeldt, T. Ertl, and M. Holzner, "Case Study: Efficient Visualization of Physical and Structural Properties in Crash-Worthiness Simulations," Proc. IEEE Visualization 97, ACM Press, New York, 1997, pp. 487-490.
13. S. Kuschfeldt et al., "Efficient Visualization of Crash-Worthiness Simulations," IEEE Computer Graphics and Applications, Vol. 18, No. 4, July/August 1998, pp. 60-65.
30 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool