information on rapid prototyping, NT-based solid modeling systems and Download and Read Free Online Principles of CAD/CAM/CAE Kunwoo Lee. Read "Principles of CAD/CAM/CAE Systems ; Kunwoo Lee; Addison-Wesley, Reading, MA, , pages, ISBN Professor Lee states the motivation for and mission of his new book Principles of CAD/ . PDF Discount. Principles of CAD/CAM/CAE by Kunwoo Lee, , NT-based solid modeling systems and Web-related issues, all hot topics.
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Download as PDF, TXT or read online from Scribd. Flag for inappropriate content . Lee, Kunwoo. Principles of CAD/CAM/CAE systems I Kunwoo Lee. p. em. Request PDF on ResearchGate | Principles of CAD/CAM/CAE systems | An Introduction to CAD/CAM/CAE is a timely Kunwoo Lee at Seoul National University. Download Citation on ResearchGate | On Mar 1, , Duane W. Storti and others published Principles of CAD/CAM/CAE Systems; Kunwoo Lee;.
Thanks for helping us catch any problems with articles on DeepDyve. We'll do our best to fix them. Check all that apply - Please note that only the first page is available if you have not selected a reading option after clicking "Read Article". Include any more information that will help us locate the issue and fix it faster for you. As a result, educators in engineering schools are experiencing a new pressure to change the way they teach design-related courses in order to equip their fundamental principles. Some people argue that it is enough to teach a student how to use existing systems or even a specific popular system because the student as an engineer will be the user—not the developer—of such systems. I heartily agree with the author's emphasis on how important it is for engineers to understand what is going on behind the front-end of their computer-aided tools.
Similar to Chapter 3, it de- scribes the general concepts and functions provided by most computer-aided draft- ing systems for product documentation. However, the example commands used in this chapter are those of AutoCAD because it is currently the most popular drafting system. The way a specific system is used can be handled in a laboratory class complementing the course.
Chapter 5 explains the fundamentals underlying geometric modeling systems. Some topics that are too advanced for student users are presented in the appendices for professionals' reference. For those interested only in using geomet- ric modeling systems, these topics can be ignored.
Chapters 6 and 7 cover the rep- resentation and manipulation of curves and surfaces. I have tried to keep the types of curves and surfaces to a mini- mum, yet sufficient for most applications.
To prevent students from being lost, I have moved the complicated mathematical derivations from the main text to the ap- pendices. I have also tried to explain the mathematical concepts in an intuitive way appropriate for engineers, not for mathematicians.
Chapter 8 introduces CAE systems. It explains how the finite-element analysis program is generated and how information necessary for the analysis program is provided from the geometric model created by CAD systems. Thus it reviews the various approaches to automatic finite-element generation. Chapter 9 reviews vari- ous techniques for optimization. Emerging optimization techniques such as simu- lated annealing algorithm and genetic algorithm are described in detail.
An example of integrating finite-element analysis and optimization is a fairly new concept called structural optimization. The structural optimization method can be used for initial conceptual design of a component to ensure that it has the desired loading ca- pability. It also introduces the concept of group technol- ogy, which enables the encoding of parts to be produced and is the prerequisite for automated process planning.
Chapter 11 describes how NC machines are pro- grammed once the shape of a part has been defined by a CAD system and the process to be applied has been determined. Chapter 12 introduces the emerging manufacturing technology called rapid prototyping as another aspect of CAM.
Unlike production by NC machines, this technology generates a part directly from its CAD model without requiring complicated process planning. Chapter 13 introduces another emerging technology called virtual engineering; in this ap- proach, geometric modeling systems, computer graphics, CAE and CAM systems are all applied during the product development process.
Chapter 14 reviews several standard data ftle formats that allow communica- tion between different systems.
Some assign- ments require use of the students' own systems. In these cases, documentation for those systems should be used as supplements to the text. As mentioned earlier, this book may be used for a lower level undergraduate course.
In that case, the topics in the appendices may be omitted because they are presented from the system developer's point of view.
I want to express my appreciation to Professor David C. Gossard at the Massachusetts Institute of Technology, who gave me valuable advice during the planning stage of this book. Woncheol Choi, Dr. Ha-Yong Shin, Mr. Suk Ju Kim, and Mr. Jin Pyung Chung for providing me with the related materials on optimization, vir- tual engineering, process planning, and standard data files.
Finally, I want to thank my students, especially Junghoon Hur and Inhaeng Cho, who helped prepare the manuscript and illustrations. For example, the translations and rotations of the objects corre- sponding to their layout are provided for the model transformation; the viewpoint, the viewsite, and the up vector are provided for viewing transformation; and the type of projection together with the location of the center of projection and the screen are specified for the projection transformation.
However, graphics libraries of a primitive level may require the programmer to write code for all those transfor- mations. We explain the transformations in detail in Section 3. The word window used in the networked computing environment means the sepa- rate areas on a workstation monitor through which the user interacts with the vari- ous computational sources connected to the network.
However the word window has a different meaning in computer graphics. It defmes the region in space that will be projected onto the display monitor so that any object outside the window will not appear on the monitor. In this sense, it is analogous to the window of a house through which only a portion of the outside world is visible to a person in- side the house. This analogy seems to be why the name window was selected.
The window is usually defined to be a rectangle on a projection screen by the corre- sponding Xv and Yv values in the viewing coordinate system, as illustrated in Figures 3. The visible region, called viewing volume, depends on the Figure 3. The viewing volume can yield a complicated image when projected because it may include unnecessary objects far from or near the viewer. Thus it is sometimes desirable to cut the viewing volume by both the near and far planes, as illustrated in Figure 3.
The near and far planes for parallel projection are defmed similarly. The viewport is the area or areas on the display monitor where we want the projected image to appear, as shown in Figure 3.
It is an area to which the view- ing volume defmed by the window is mapped. Mapping will involve a translation and a scaling to take into account the deviation of the viewport center from the cen- ter of the display monitor and the size difference between the window and the viewport.
In other words, the x. Far plane Display monitor instead of at the center of the display monitor. They also have to be scaled by cer- tain factors, respectively, such that the four boundary points of the window become the four boundary points of the viewport.
The aspect ratio of the window must be the same as that of the viewport to avoid distortion of the image. Otherwise, for ex- ample, a circle may be displayed as an ellipse. The following sample code is an example of defining a window and a viewport by using the graphics library, OpenGL.
In OpenGL, the viewport is also defmed as a three-dimensional volume. However, it results in the same graphics output as the two-dimensional viewport derived by ignoring the third dimension. The first and second arguments specify the lower left corner of the viewport, and the third and fourth arguments are the si: It is opened and handled by the window manager of each operating system e.
In other words, once a display list has been created, it cannot be modified. If a display list were modifiable, performance could be reduced by the overhead required to search through the display list and perform memory manage- ment. As portions of a modifiable display list were changed, memory allocation and deallocation might lead to memory fragmentation.
Using display lists is typically at least as fast as not using it. In the case of OpenGL, display lists can substantially in- crease performance--particularly when OpenGL routines are issued over networks- because display lists reside with the server and network traffic is minimized. Once a display list has been defined, the following operations can be applied.
The same display list can be executed many times. A hierarchical display list is one that executes another display list by calling the command for executing a child display list in the parent display list.
A hierarchical display list is useful for an object made of compo- nents, especially if some of those components are used more than once. The display list can be eliminated. First, we need to calculate the coordinates of the points on the object for the world coordinate system from its model coordinate system. The cur- rent position of the object is usually specified by how much the object has been translated and rotated from its initial position, at which its model coordinate system coincided with the world coordinate system.
Thus the world coordinates of the points on the object at the current location are obtained by translating and rotating the corresponding points at the initial position, where their model coordinates are the same as the world coordinates. Most graphics libraries execute these transfor- mations internally, and the graphics programmer may need provide only the amount of translation and rotation of each object.
However, you still need to under- stand the transformation clearly in order to draw objects at their correct locations without trial and error, especially when objects are moving in a complicated way. We describe the transformation matrix to be applied to the coordinates of the points for these translations and rotations in the following section. Once we have obtained the world coordinates of all the points of an object at its current position, we have to derive the coordinates of the same points with respect to the viewing coo'roinate system.
This conversion of the coordinates among different coordinate systems is called mapping. The mapping between the world coordinate system and the viewing coordinate system is usually taken care of internally by the graphics library when the programmer provides information such as the location of 3. The transformation matrix for this mapping is described in Section 3. Equation 3.
Trans a,b,c 7 It is also possible to represent the coordinates as a row vector, in which case the transfonnation matrix is placed after the row vector. This transfonnation matrix is the transpose of the one in Equation 3.
In Equation 3. If a point on the object has the coordinates 0, 0, 1 with respect to its model coordinate system, what will be the world coordinates of the same point after the translation and the rotation? Note that Equations a and b can be merged as follows: This process of calculating the equivalent transformation matrix by multiplying the associated transformation matrices in the proper sequence is called concatenation. Sign Up Log In. Copy and paste the desired citation format or use the link below to download a file formatted for EndNote.
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