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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The integration of two stand-alone codes to simulate fluid-structure interaction in breakwaters / Jan Hendrik Grobler

Grobler, Jan Hendrik January 2013 (has links)
Harbours play a vital role in the economies of most countries since a significant amount of international trade is conducted through them. Ships rely on harbours for the safe loading and unloading of cargo and the harbour infrastructure relies on breakwaters for protection. As a result, the design and analysis of breakwaters receives keen interest from the engineering community. Coastal engineers need an easy-to-use tool that can model the way in which waves interact with large numbers of interlocking armour units. Although the study of fluid–structure interaction generates a lot of research activity, none of the reviewed literature describes a suitable method of analysis. The goal of the research was to develop a simulation algorithm that meets all the criteria by allowing CFD software and physics middleware to work in unison. The proposed simulation algorithm used Linux “shell scripts” to coordinate the actions of commercial CFD software (Star-CCM+) and freely available physics middleware (PhysX). The CFD software modelled the two-phase fluid and provided force and moment data to the physics middleware so that the movement of the armour units could be determined. The simulation algorithm was verified numerically and experimentally. The numerical verification exercise was of limited value due to unresolved issues with the CFD software chosen for the analysis, but it was shown that PhysX responds appropriately given the correct force data as input. Experiments were conducted in a hydraulics laboratory to study the interaction of a solitary wave and cubes stacked on a platform. Fiducial markers were used to track the movement of the cubes. The phenomenon of interest was the transfer of momentum from the wave to the rigid bodies, and the results confirmed that the effect was captured adequately. The study concludes with suggestions for further study. / MIng (Mechanical Engineering), North-West University, Potchefstroom Campus, 2014
2

The integration of two stand-alone codes to simulate fluid-structure interaction in breakwaters / Jan Hendrik Grobler

Grobler, Jan Hendrik January 2013 (has links)
Harbours play a vital role in the economies of most countries since a significant amount of international trade is conducted through them. Ships rely on harbours for the safe loading and unloading of cargo and the harbour infrastructure relies on breakwaters for protection. As a result, the design and analysis of breakwaters receives keen interest from the engineering community. Coastal engineers need an easy-to-use tool that can model the way in which waves interact with large numbers of interlocking armour units. Although the study of fluid–structure interaction generates a lot of research activity, none of the reviewed literature describes a suitable method of analysis. The goal of the research was to develop a simulation algorithm that meets all the criteria by allowing CFD software and physics middleware to work in unison. The proposed simulation algorithm used Linux “shell scripts” to coordinate the actions of commercial CFD software (Star-CCM+) and freely available physics middleware (PhysX). The CFD software modelled the two-phase fluid and provided force and moment data to the physics middleware so that the movement of the armour units could be determined. The simulation algorithm was verified numerically and experimentally. The numerical verification exercise was of limited value due to unresolved issues with the CFD software chosen for the analysis, but it was shown that PhysX responds appropriately given the correct force data as input. Experiments were conducted in a hydraulics laboratory to study the interaction of a solitary wave and cubes stacked on a platform. Fiducial markers were used to track the movement of the cubes. The phenomenon of interest was the transfer of momentum from the wave to the rigid bodies, and the results confirmed that the effect was captured adequately. The study concludes with suggestions for further study. / MIng (Mechanical Engineering), North-West University, Potchefstroom Campus, 2014
3

Craft Physics Interface

Hansson, Henrik January 2007 (has links)
<p>This is a masters thesis (20p) in computer science at the University of Linköping. This thesis will give an introduction to what a physics engine is and what it consist of. It will put some engines under the magnifying glass and test them in a couple of runtime tests. Two cutting edge commercial physics engines have been examined, trying to predict the future of physics engines. From the research and test results, an interface for physics engine independency has been implemented for a company called Craft Animations in Gothenburg, Sweden.</p>
4

Craft Physics Interface

Hansson, Henrik January 2007 (has links)
This is a masters thesis (20p) in computer science at the University of Linköping. This thesis will give an introduction to what a physics engine is and what it consist of. It will put some engines under the magnifying glass and test them in a couple of runtime tests. Two cutting edge commercial physics engines have been examined, trying to predict the future of physics engines. From the research and test results, an interface for physics engine independency has been implemented for a company called Craft Animations in Gothenburg, Sweden.
5

Fyzikální simulace v počítačových hrách / Physical Simulation in Computer Games

Dočkal, Jiří January 2010 (has links)
The thesis is concerned with modern game engines, focusing on physical simulation and particle systems. It offers usable architectures overview for a game engine development. The thesis provides characteristic to the most essential game engine's logical modules as scene graph, resource management or rendering. Today's tools used for physical simulation in games are also described. Main part of the thesis concentrates on design and implementation of its own C3D game engine which exploits capabilities of the NVIDIA PhysX physical engine. The thesis includes modern techniques rising from author's gained experience.
6

Simulace a vizualizace letu golfového míče / Golf Ball Flight Simulation and Visualization

Opletal, Petr January 2016 (has links)
This diploma thesis deals with the simulation and vizualization of a golf ball flight. The final application is powered by the Unity engine and the PhysX physics library. The application includes the implementation of basic golf ball aerodynamics and advanced vizualization including simple gaming logic. The final solution can be used as a part of a cheap golf simulator. The text contains a theoretical introduction, existing solutions, basics of golf ball aerodynamics, an application design, the creation of courses and implementations. The conclusion of the diploma thesis describes experiments with the final solution and summarizes the achieved results.

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