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Tribological optimisation of the internal combustion engine piston to bore conjunction through surface modificationHowell-Smith, S. J. January 2011 (has links)
Internal combustion (IC) engines used in road transport applications employ pistons to convert gas pressure into mechanical work. Frictional losses abound within IC engines, where only 38- 51% of available fuel energy results in useful mechanical work. Piston-bore and ring-bore conjunctions are fairly equally responsible for circa 30% of all engine friction - equivalent to 1.6% of the input fuel each. Therefore, reduction in piston assembly friction would have a direct impact on specific performance and / or fuel consumption. In motorsport, power outputs and duty cycles greatly exceed road applications. Consequently, these engines have a shorter useful life and a high premium is placed on measures which would increase the output power without further reducing engine life. Reduction of friction offers such an opportunity, which may be achieved by improved tribological design in terms of reduced contact area or enhanced lubrication or both. However, the developments in the motorsport sector are typically reactive due to a lack of relative performance or an ad-hoc reliance, based upon a limited number of actual engine tests in order to determine if any improvement can be achieved as the result of some predetermined action. A representative scientific model generally does not exist and as such, investigated parameters are often driven by the supply chain with the promise of improvement. In cylinder investigations are usually limited to bore surface finish, bore and piston geometrical form, piston skirt coatings and the lubricant employed. Of these investigated areas newly emerging surface coatings are arguably seen as predominate. This thesis highlights a scientific approach which has been developed to optimise piston-bore performance. Pre-existing methods of screening and benchmarking alterations have been retained such as engine testing. However, this has been placed in the context of validation of scientifically driven development. A multi-physics numerical model is developed, which combines piston inertial dynamics, as well as thermo-structural strains within a thermoelastohydrodynamic tribological framework. Experimental tests were performed to validate the findings of numerical models. These tests include film thickness measurement and incylinder friction measurement, as well as the numerically-indicated beneficial surface modifications. Experimental testing was performed on an in-house motored engine at Capricorn Automotive, a dynamometer mounted single-cylinder 'fired' engine at Loughborough University, as well as on other engines belonging to third party clients of Capricorn. The diversity of tests was to ascertain the generic nature of any findings. The multi-physics multi-scale combined numerical-experimental investigation is the main contribution of this thesis to knowledge. One major finding of the thesis is the significant role that bulk thermo-structural deformation makes on the contact conformity of piston skirt to cylinder liner contact, thus advising piston skirt design. Another key finding is the beneficial role of textured surfaces in the retention of reservoirs of lubricant, thus reducing friction.
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Sculpture virtuelle par système de particules / Virtual sculpture using particles systemHelbling, Marc 25 November 2010 (has links)
La 3D s'impose comme un nouveau média dont l'adoption généralisée passe par la conception d'outils, accessibles au grand public, de création et de manipulation de formes tridimensionnelles quelconques. Les outils actuels reposent fortement sur la modélisation sous-jacente des formes, généralement surfacique, et sont alors peu intuitifs ou limitatifs dans l'expressivité offerte à l'utilisateur.Nous souhaitons, dans ces travaux, définir une approche ne présentant pas ces défauts et permettant à l'utilisateur de se concentrer sur le processus créatif. En nous inspirant de l'utilisation séculaire de l'argile, nous proposons une approche modélisant la matière sous forme lagrangienne.Une forme est ainsi décrite par un système de particules, où chaque particule représente un petit volume du volume global.Dans ce cadre lagrangien, la méthode Smoothed Particle Hydrodynamics (SPH) permet l'approximation de grandeurs physiques en tout point de l'espace. Nous proposons alors une modélisation de matériaux à deux couches, l'une décrivant la topologie et l'autre décrivant la géométrie du système global.La méthode SPH permet, entre autres, d'évaluer la densité de matière. Ceci nous permet de définir une surface implicite basée sur les propriétés physiques du système de particules pour redonner un aspect continu à la matière.Ces matériaux peuvent alors être manipulés au moyen d'interactions locales reproduisant le maniement de la pâte à modeler, et de déformations globales. L'intérêt de notre approche est démontrée par plusieurs prototypes fonctionnant sur des stations de travail standard ou dans des environnements immersifs. / 3D is emerging as a new media. Its widespread adoption requires the implementation of userfriendly tools to create and manipulate three-dimensional shapes. Current softwares heavily rely on underlying shape modeling, usually a surfacic one, and are then often counter-intuitive orlimiting. Our objective is the design of an approach alleviating those limitations and allowing the user to only focus on the process of creating forms. Drawing inspiration from the ancient use of clay,we propose to model a material in a lagrangian description. A shape is described by a particles system, where each particle represents a small fraction of the total volume of the shape. In this framework, the Smoothed Particle Hydrodynamics method enables to approximate physical values anywhere in space. Relying on this method, we propose a modeling of material with two levels, one level representing the topology and the other one describing local geometry of the shape.The SPH method especially enables to evaluate a density of matter. We use this property todefine an implicit surface based on the physical properties of the particles system to reproduce the continuous aspect of matter. Those virtual materials can then be manipulated locally through interactions reproducing the handling of dough in the real world or through global shape deformation. Our approach is demonstrated by several prototypes running either on typical desktop workstation or in immersive environment system.
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