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Virtual prototyping

About: Virtual prototyping is a research topic. Over the lifetime, 2873 publications have been published within this topic receiving 24965 citations.


Papers
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Journal ArticleDOI
TL;DR: This paper presents a research effort aimed at creating a virtual assembly design environment that combines 3D computer graphics with advanced input and output devices for design for assembly.
Abstract: Virtual reality is a technology which is often regarded as a natural extension to 3D computer graphics with advanced input and output devices. This technology has only recently matured enough to warrant serious engineering applications. The integration of this new technology with software systems for engineering, design, and manufacturing will provide a new boost to the field of computer-aided engineering. One aspect of design and manufacturing which may be significantly affected by virtual reality is design for assembly. This paper presents a research effort aimed at creating a virtual assembly design environment.

418 citations

Journal ArticleDOI
TL;DR: The steps needed to apply virtual reality (VR) for virtual prototyping (VP) to verify assembly and maintenance processes and show that VR will play an important role for VP in the near future are investigated.

340 citations

Journal ArticleDOI
TL;DR: A definition of VP as well as components of a virtual prototype are proposed and VP is compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques.
Abstract: Virtual Prototyping (VP) technique has been interpreted in many different ways, which causes confusion and misunderstanding among researchers and practitioners. Based on a review of the current related research and application, this paper proposes a definition of VP as well as components of a virtual prototype. VP is then compared with and distinguished from virtual reality (VR), virtual environment (VE), and virtual manufacturing (VM) techniques. Given the proposed definition and review of VP, future VP related research topics are suggested.

278 citations

Book ChapterDOI
01 Jan 2017
TL;DR: In a geometric context, a collision or proximity query reports information about the relative configuration or placement of two objects as mentioned in this paper, and the common examples of such queries include checking whether two objects overlap in space, or whether their boundaries intersect, or computing the minimum Euclidean separation distance between their boundaries.
Abstract: In a geometric context, a collision or proximity query reports information about the relative configuration or placement of two objects Some of the common examples of such queries include checking whether two objects overlap in space, or whether their boundaries intersect, or computing the minimum Euclidean separation distance between their boundaries Hundreds of papers have been published on different aspects of these queries in computational geometry and related areas such as robotics, computer graphics, virtual environments, and computer-aided design These queries arise in different applications including robot motion planning, dynamic simulation, haptic rendering, virtual prototyping, interactive walkthroughs, computer gaming, and molecular modeling For example, a large-scale virtual environment, eg, a walkthrough, creates a model of the environment with virtual objects Such an environment is used to give the user a sense of presence in a synthetic world and it should make the images of both the user and the surrounding objects feel solid The objects should not pass through each other, and objects should move as expected when pushed, pulled, or grasped; see Fig 3901 Such actions require fast and accurate collision detection between the geometric representations of both real and virtual objects Another example is rapid prototyping, where digital representations of mechanical parts, tools, and machines, need to be tested for interconnectivity, functionality, and reliability In Fig 3902, the motion of the pistons within the combustion chamber wall is simulated to check for tolerances and verify the design

273 citations

Journal ArticleDOI
01 Jul 2000
TL;DR: In this article, the authors present a hybrid model of the engine in which both continuous and discrete time-domain as well as event-based phenomena are modeled in a separate but integrated manner.
Abstract: The design of engine control systems has been traditionally carried out using a mix of heuristic techniques validated by simulation and prototyping using approximate average-value models. However, the ever increasing demands on passengers' comfort, safety, emissions, and fuel consumption imposed by car manufacturers and regulations call for more robust techniques and the use of cycle-accurate models. We argue that these models must be hybrid because of the combination of time-domain and event-based behaviors. We present a hybrid model of the engine in which both continuous and discrete time-domain as well as event-based phenomena are modeled in a separate but integrated manner. Based on this model, we formalize the specification of the overall engine control by defining a number of hybrid control problems. To cope with the difficulties arising in the design of hybrid controllers, a design methodology is proposed. This methodology consists of a relaxation of the hybrid problem by simplifying some of its components to obtain a solvable problem,and then deriving a solution to the original control problem by appropriately modifying the control law so obtained to take into consideration the original specifications and models. The effectiveness of this approach is illustrated on three challenging problems: fast force-transient control, cutoff control, and idle speed control.

254 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202328
202274
202140
202058
201978
201874