a cartoon that you can get into

Upload: sahil-gupta

Post on 14-Apr-2018

220 views

Category:

Documents


0 download

TRANSCRIPT

  • 8/2/2019 A Cartoon That You Can Get Into

    1/18

    A CARTOON THAT YOU CAN GET INTO.

    An interactive computer system so fast and intuitive that the computer disappears from themind of the user, leaving the computer-generated environment as reality.

    Virtual reality refers to computer-generated, interactive, three-dimensional environments

    into which people are immersed. It provides a way for people to visualize, manipulate, and

    interact with simulated environments through the use of computers and extremely complexdata.

    In virtual reality, a "world" is created that exists entirely in the memory of a computer and

    in the equipment you are wearing. The computers control what you sense throughsimulations such as three-dimensional images, sound, artificial smell, and force feedback.

    VR is simple to understand. The idea is to show you, the user or viewer, a computer

    generated environment that adjusts to you, to your movements. To be specific the idea is

    that when you turn your head and for example, look up to see a computer generated sky,the sky is there. When you look down the ground is there. Now we got a problem though, a

    computer generated scene is going to be displayed on a monitor. If the monitor is on your

    desk and you turn your head up, it's kind of hard to see the scene. So now we have theHMD (Head Mounted Display) which basically are those cool looking helmets people

    wear. Inside the helmet is a display to that as you turn your head, the display is still in front

    of your eyeballs. Simple idea but not so simple to execute well. One of the big problems isthat when you strap a monitor to your face, preferably one in front of each eyeball, the

    display's are small and usually of low resolution. High resolution displays are nowavailable but expensive. They are getting better and cheaper all the time. You can also use

    the helmets to just sit and watch videos! I've even seen some airports rent portable DVDplayers with these displays that you can take with you on airplanes.

    You, in turn, are able to enter and interact with the virtual realities by controlling the

    computers through equipment such as head-mounted displays (which track your eye andhead movements in relation to the simulations) and data gloves (which track your hand

    movements in relation to the simulations).

    Virtual reality can be delivered using a variety of systems. The "world" may be projected

    inside a 'cave' which users can move around. Or headsets and gloves may be worn so thatusers are immersed in a virtual world which they can move around and touch. But the most

    widely used form of virtual reality in use today is desk-top virtual reality. In these systems

    virtual reality worlds run from users' desk-top computers are displayed on a standard

    monitor and navigated using a mouse, or 3d space ball and keyboard.

    Desk top virtual reality systems can be distributed easily via the World Wide Web or on

    CD and users need little skill to install or use them. Generally all that is needed to allow

  • 8/2/2019 A Cartoon That You Can Get Into

    2/18

    this type of virtual reality to run on a standard computer is a single piece of software in the

    form of a viewer. Desktop virtual reality is very accessible and is widely used.

    Virtual reality experiences can be described as passive, exploratory, or interactive.

    Inpassive virtual reality, you watch, hear, and possibly feel the environment move aroundyou, which makes it appear as if you are moving through the environment. Nevertheless,

    you cannot control the environment; you are just a spectator.

    Exploratory virtual reality allows you to explore and move through space. For example, a

    chemical plant tour has been developed by John Bell, a lecturer in the ChemicalEngineering Department, in the U-M College of Engineering's Virtual Reality in Chemical

    Engineering Lab. Instead of just seeing a three-dimensional room with a reactor in it, you

    can step inside the reactor and observe the chemical processes. Most architectural virtualwalk- throughs and virtual art shows are exploratory virtual reality.

    The most powerful and complex type of virtual reality is interactive. Here, you can explorethe environment and, most importantly, interact with and change it. For instance, in the

    virtual car interior, if you "touch" a radio button on the car control panel while wearing adata glove, the computer will generate a sound like a radio station. In the virtual chemical

    plant, students can operate controls to change reactor conditions.

    Uses of virtual reality

    There are many common applications for virtual reality. They fall into the main categories

    of training, education, simulation, visualization, conceptual navigation, design andentertainment but there is much overlap between these categories:

    Training applications include allowing users to practice a process repeatedly in a

    no-risk environment. For example, users might dig an archaeological site trying outdifferent strategies without the risk of destroying important evidence.

    Educational applications include virtual visits and simulations. For example, a

    virtual visit to a museum that is too far away to visit or does not exist in the realworld. Or historic battles may be simulated allowing users to see "what would have

    happened if?"

    Visualisation examples include an architect's design for a building or the

    reconstruction of ancient buildings from archaeological evidence. Such models alsoallow users to explore something too large or too small to explore in reality and can

    bring historical time-lines to life.

    Applications of virtual reality forconceptual navigation enable, for example, usersof a library or archive to find the information they need at a logical or physical

    level.

    Virtual reality allows designs to be visualized and tested. For example, a designapplication might allow a choreographer to see a dance in action.

  • 8/2/2019 A Cartoon That You Can Get Into

    3/18

    Entertainment applications include virtual art galleries and games. Virtual reality

    may also be considered as an art form in its own right.

    Collaborative Virtual Environments (CVEs) allow users to interact with eachother in a Virtual world allowing the development of virtual communities adding a

    new dimension to virtual reality.

    Today, 'Virtual Reality' is used in a variety of ways and often in a confusing andmisleading manner. Originally, the term referred to 'Immersive Virtual Reality.' In

    immersive VR, the user becomes fully immersed in an artificial, three-dimensional world

    that is completely generated by a computer.

    Head-Mounted Display (HMD)

    The head-mounted display (HMD) was the first device providing its wearer with an

    immersive experience. Evans and Sutherland demonstrated a head-mounted stereo display

    already in 1965. It took more then 20 years before VPL Research introduced acommercially available HMD, the famous "Eye Phone" system (1989).

    A head-mounted display (HMD):

    A typical HMD houses two miniature display screens and an optical system that channels

    the images from the screens to the eyes, thereby, presenting a stereo view of a virtual

    world. A motion tracker continuously measures the position and orientation of the user'shead and allows the image generating computer to adjust the scene representation to the

    current view. As a result, the viewer can look around and walk through the surrounding

    virtual environment.

    Various Displays available are:

    http://www-vrl.umich.edu/intro/hmd.html
  • 8/2/2019 A Cartoon That You Can Get Into

    4/18

    The helmet is only part of the VR equation. In order for the computer to adjust the display

    it had to know your head's position. Specifically it needs to know the position of your headin space and the orientation of your head.

    Ascention Flock of Birds Motion Tracker

    Actually if you are sitting still in a chair and you turn your head around without getting up

    the position information isn't as important as the orientation information. So this magic is

    accomplished by devices called position trackers. Position trackers are not cheap. They

    http://web3d.about.com/gi/dynamic/offsite.htm?site=http://www.ascension%2Dtech.com/products/flockofbirds/http://www.vrealities.com/nomad.htmlhttp://www.vrealities.com/vr1.htmlhttp://www.vrealities.com/vr8.htmlhttp://www.vrealities.com/nomad.htmlhttp://www.vrealities.com/vr1.htmlhttp://www.vrealities.com/vr8.htmlhttp://www.vrealities.com/simeye.htmlhttp://www.vrealities.com/proview.htmlhttp://www.vrealities.com/5dt.htmlhttp://www.vrealities.com/hi-res900.htmlhttp://www.vrealities.com/simeye.htmlhttp://www.vrealities.com/proview.htmlhttp://www.vrealities.com/5dt.htmlhttp://www.vrealities.com/hi-res900.htmlhttp://www.vrealities.com/dyno.htmlhttp://www.vrealities.com/ighrv.htmlhttp://www.vrealities.com/i-scape.htmlhttp://www.vrealities.com/sony.htmlhttp://www.vrealities.com/dyno.htmlhttp://www.vrealities.com/ighrv.htmlhttp://www.vrealities.com/i-scape.htmlhttp://www.vrealities.com/sony.htmlhttp://www.vrealities.com/virtualvisor.htmlhttp://www.vrealities.com/cy-visor.htmlhttp://www.vrealities.com/vig.htmlhttp://www.vrealities.com/igsvga.htmlhttp://www.vrealities.com/virtualvisor.htmlhttp://www.vrealities.com/cy-visor.htmlhttp://www.vrealities.com/vig.htmlhttp://www.vrealities.com/igsvga.html
  • 8/2/2019 A Cartoon That You Can Get Into

    5/18

    typically cost several thousand dollars. They work using a variety of technologies each

    with advantages and disadvantages. There are links to lots of these devices on theVR

    Hardware page.

    Getting back to basics though, if you're sitting in front of a computer with a helmet on and

    the helmet has a position tracker attached (a typical setup) you now have an immersive VRsystem. The computer graphics scene generated from the computer will be routed to the

    helmet and the position information of your head, will be routed via the position tracker tothe computer. Often the position information can be communicated via a simple serial port,

    just like your modem. Although that is not the fastest way, which would be via a dedicated

    interface card in the computer.

    To overcome the often uncomfortable intrusiveness of a head-mounted display, alternative

    concepts (e.g., BOOM and CAVE) for immersive viewing of virtual environments were

    developed.

    BOOM

    The BOOM (Binocular Omni-Orientation Monitor) from Fakespace is a head-coupledstereoscopic display device. Screens and optical system are housed in a box that is attached

    to a multi-link arm. The user looks into the box through two holes, sees the virtual world,

    and can guide the box to any position within the operational volume of the device. Headtracking is accomplished via sensors in the links of the arm that holds the box.

    The BOOM, a head-coupled display device:

    CAVE

    The CAVE (Cave Automatic Virtual Environment provides the illusion of immersion by

    projecting stereo images on the walls and floor of a room-sized cube. Several persons

    wearing lightweight stereo glasses can enter and walk freely inside the CAVE. A headtracking system continuously adjust the stereo projection to the current position of the

    leading viewer.

    http://3dgraphics.about.com/compute/3dgraphics/cs/vrhardware/index.htmhttp://3dgraphics.about.com/compute/3dgraphics/cs/vrhardware/index.htmhttp://3dgraphics.about.com/compute/3dgraphics/cs/vrhardware/index.htmhttp://www-vrl.umich.edu/intro/AndreOnBoom_lts.jpghttp://3dgraphics.about.com/compute/3dgraphics/cs/vrhardware/index.htmhttp://3dgraphics.about.com/compute/3dgraphics/cs/vrhardware/index.htm
  • 8/2/2019 A Cartoon That You Can Get Into

    6/18

    CAVE system (schematic principle):

    Input Devices and other Sensual Technologies

    A variety of input devices like data gloves, joysticks, and hand-held wands allow the userto navigate through a virtual environment and to interact with virtual objects. Directional

    sound, tactile and force feedback devices, voice recognition and other technologies are

    being employed to enrich the immersive experience and to create more "sensualized"interfaces.

    A data glove allows for interactions with the virtual world:

    The new 5DT Glove features advanced fiber-optic flex sensors to generate finger-bend

    data. Move easily through your virtual world by combining hand gestures with the pitchand roll of your hand. Breakthrough pricing, new features, open architecture and software

    support have made it the glove of choice.

    http://www-vrl.umich.edu/intro/GrabWheel_cut_mid.gifhttp://www-vrl.umich.edu/intro/cave.html
  • 8/2/2019 A Cartoon That You Can Get Into

    7/18

    5DT Glove Cyber Glove P5 Glove Pinch Glove

    CyberGlove is a low-profile, lightweight glove with flexible sensors which accurately and

    repeatably measure the position and movement of the fingers and wrist. CyberGlove's

    award-winning design incorporates the latest high-precision joint-sensing technology.

    CyberGlove is state-of-the-art in instrumented gloves.

    Pinch Glove is a remarkable new system for interacting with 3D simulation. This pair ofstretch-fabric gloves contain sensors in each fingertip which detect contact between the

    digits of your hand. You can use these gestures for a wide range of control and interactive

    functions customized to your specifications. Any combination of single or multiple

    contacts between two or more digits can be programmed to have specific meanings,ranging from simple on/off to multi-part, multi-action commands. The gestures are not

    dependent on individual hand geometry - the Pinch never requires calibration.

    Ok so now we have a computer-generated scene which adjusts to the viewers head

    position. The next thing we need is the ability to interact with the scene. To touch stuff in

    the scene. This is where the infamous gloves come in. VR glove devices, also not cheap,are devices that are specialized position, orientation sensors. Specialized software reads the

    position of the hand along with the positions of the figures to let you make gestures of

    various sorts to let you fly around a scene, select objects, manipulate controls and so on.

    The final component for a good immersive VR system is spatialized sound. Often thehelmets you get have earphones. The computing environment can have sounds associated

    directly with objects or people floating around in the virtual world. Attaching sounds and

    getting the sensation of object locations via sound cues is an effective technique to hightenthe immersive effect.

  • 8/2/2019 A Cartoon That You Can Get Into

    8/18

    Characteristics of Immersive VR

    The unique characteristics of immersive virtual reality can be summarized as follows:

    Head-referenced viewing provides a natural interface for the navigation in three-

    dimensional space and allows for look-around, walk-around, and fly-throughcapabilities in virtual environments.

    Stereoscopic viewing enhances the perception of depth and the sense of space.

    The virtual world is presented in full scale and relates properly to the human size.

    Realistic interactions with virtual objects via data glove and similar devices allow

    for manipulation, operation, and control of virtual worlds.

    The convincing illusion of being fully immersed in an artificial world can be

    enhanced by auditory, haptic, and other non-visual technologies.

    Networked applications allow for shared virtual environments.

    Shared Virtual Environments

  • 8/2/2019 A Cartoon That You Can Get Into

    9/18

    In the example illustrated below, three networked users at different locations (anywhere in

    the world) meet in the same virtual world by using a BOOM device, a CAVE system, and a

    Head-Mounted Display, respectively. All users see the same virtual environment from theirrespective points of view. Each user is presented as a virtual human (avatar) to the other

    participants. The users can see each other, communicated with each other, and interact with

    the virtual world as a team.

    Non-immersive VR

    Today, the term 'Virtual Reality' is also used for applications that are not fully immersive.

    The boundaries are becoming blurred, but all variations of VR will be important in thefuture. This includes mouse-controlled navigation through a three-dimensional

    environment on a graphics monitor, stereo viewing from the monitor via stereo glasses,

    stereo projection systems, and others. Apple's QuickTimeVR,for example, usesphotographs for the modeling of three-dimensional worlds and provides pseudo look-

    around and walk-trough capabilities on a graphics monitor.

    VRML

    Most exciting is the ongoing development of VRML (Virtual Reality Modeling Language)

    on the World Wide Web. In addition to HTML (HyperText Markup Language), that has

    become a standard authoring tool for the creation of home pages, VRML provides three-dimensional worlds with integrated hyperlinks on the Web. Home pages become home

    spaces. The viewing of VRML models via a VRML plug-in for Web browsers is usuallydone on a graphics monitor under mouse-control and, therefore, not fully immersive.

    However, the syntax and data structure of VRML provide an excellent tool for the

    modeling of three-dimensional worlds that are functional and interactive and that can,ultimately, be transferred into fully immersive viewing systems

  • 8/2/2019 A Cartoon That You Can Get Into

    10/18

    Rendering of Escher's Penrose Staircase

    VR-related Technologies

    Other VR-related technologies combine virtual and real environments. Motion trackers are

    employed to monitor the movements of dancers or athletes for subsequent studies inimmersive VR. The technologies of 'Augmented Reality' allow for the viewing of realenvironments with superimposed virtual objects. Telepresence systems (e.g., telemedicine,

    telerobotics) immerse a viewer in a real world that is captured by video cameras at a distant

    location and allow for the remote manipulation of real objects via robot arms and

    manipulators.

    VIRTUAL REALITY: Applications for Grand Challenges

    As the technologies of virtual reality evolve, the applications of VR become literally

    unlimited. It is assumed that VR will reshape the interface between people and information

    technology by offering new ways for the communication of information, the visualizationof processes, and the creative expression of ideas.

    Note that a virtual environment can represent any three-dimensional world that is eitherreal or abstract. This includes real systems like buildings, landscapes, underwater

    shipwrecks, spacecrafts, archaeological excavation sites, human anatomy, sculptures, crime

    scene reconstructions, solar systems, and so on. Of special interest is the visual and sensual

    representation of abstract systems like magnetic fields, turbulent flow structures, molecularmodels, mathematical systems, auditorium acoustics, stock market behavior, population

    densities, information flows, and any other conceivable system including artistic and

    creative work of abstract nature. These virtual worlds can be animated, interactive, shared,and can expose behavior and functionality.

    Real and abstract virtual worlds (Stadium, Flow Structure):

    http://www-vrl.umich.edu/intro/penrose-medium.gif
  • 8/2/2019 A Cartoon That You Can Get Into

    11/18

    Useful applications of VR include training in a variety of areas (military, medical,

    equipment operation, etc.), education, design evaluation (virtual prototyping), architecturalwalk-through, human factors and ergonomic studies, simulation of assembly sequences and

    maintenance tasks, assistance for the handicapped, study and treatment of phobias (e.g.,fear of height), entertainment, and much more.

    Grand Challenge research is employing high-performance computing and communications

    to build more energy-efficient cars and airplane, to design better drugs, to improve military

    surveillance systems and environmental monitoring, to create new materials. The 34 GrandChallenge projects now underway range from explorations of molecules to studies on the

    origins of galaxies.

    Cosmology

    One of the largest, 3-dimensional simulations of the universe is helping scientists

    refine theories about the origins of galaxies. By digitally altering the mix of stellar

    gas, ordinary matter, and dark matter created soon after the Big Bang, cosmologists

    are searching for the correct formula for replicating the universe as it exists.Knowing how the structures we see today emerged from the fireball of creation will

    reveal much about the future of the cosmos.

    Material sciences

    Researchers are modeling the more than 400 different hydrogen-nitrogen chemical

    reactions in an internal combustion engine to design cooler, more efficient carengines. Other researchers are analyzing the properties of compounds in a race to

    discover the next generation of superconducting material. The winner willrevolutionize power transmission and transportation.

    http://www-vrl.umich.edu/intro/flowstructure_web.gifhttp://www-vrl.umich.edu/intro/stadium_web.jpg
  • 8/2/2019 A Cartoon That You Can Get Into

    12/18

    Molecular biosciences

    VR models of some of life's smallest structures are helping scientists decipher the

    precise mechanisms through which proteins communicate with each other, forinstance, to bind antibody to antigen or signal a cell membrane to dilate.

    Knowledge of this kind is speeding the development of biological and industrialcatalysts as well as therapeutic drugs.

    Relativity

    By simulating the gravitational ripples that would be generated if two black holescollided, researchers hope to confirm the existence of these elusive objects

    predicted as a consequence of Einstein's famous General Theory of Relativity.

    Should the simulated ripples precisely match gravitational waves detected by LIGO,an array of sensing devices that will become operational in 2000, not only could

    the existence of black holes be confirmed but also Einstein's 80-year-old theory

    finally will be vindicated.

    Weather forecasting

    When Hurricane Emily approached the Atlantic coast in 1993, a new hurricane

    model accurately predicted 48 hours in advance that the hurricane would turn

    sharply back out to sea off Cape Hatteras without making landfall. Predicting long-

    term weather patterns is one of the outcomes of the new monitoring andinstrumentation tools being developed at part of the HPCC.

    Atmospheric scientists are also turning to advanced computing tools and virtual

    environments like the CAVE to calculate the behavior of more local disturbances,

    particularly thunderstorms that spawn tornados

    Modeling. We create mental and physical models to better understand our world. Virtual

    reality allows you to experience and manipulate more complex and sophisticated modelsthan you might otherwise be able to create. Here are just a few examples:

    The chemical plant tour and other virtual reality programs developed at the U-M

    Virtual Reality in Chemical Engineering Lab allow chemical engineering students

    to study chemical reactions, chemical plant safety, crystal structures, and fluid flow

    velocity profiles. Beier's virtual car interior will eventually replace a physical mockup for the

    analysis of design aspects such as layout; visibility of instruments, controls, and

    mirrors; reachability and accessibility; and human performance. Researchers in the U-M College of Engineering's Virtual Reality Laboratory

    created a virtual prototype of a cargo ship for a manufacturing company with such

    detailed and realistic three-dimensional interior and exterior representations that if

  • 8/2/2019 A Cartoon That You Can Get Into

    13/18

    the design had been put on the Virtual Reality Laboratory Web page, competitors

    could have copied the hull design.

    Some medical schools use immersive, interactive visualizations of body parts andsystems that students can see in a 360-degree fly-through to help them better

    understand concepts.

    Communication. Under the best of circumstances, effective communication is difficult to

    achieve. The models created using virtual reality can improve communication. Virtualreality can also be used to create virtual meetings that participants attend via the Internet.

    Meeting attendees can access virtual meeting rooms, see demonstrations in virtual

    laboratories, and converse in real time with other attendees.

    Control. Virtual reality can help you organize, manage, and control large, complex

    information systems. For example, in the past, it was impossible to model a complex cargoship in sufficient detail to reveal all potential design flaws. However, when Virtual Reality

    Laboratory researchers created a virtual prototype of a cargo ship at U-M and conducted a

    virtual walk-through, severe design flaws were immediately revealed. These findingsavoided significant extra manufacturing costs.

    Virtual reality technology can also be used by people with severe physical handicaps to

    gain more control and independence. Using only their eyes, people wearing head-mounted

    displays can manipulate computers that direct robots to perform tasks.

    Arts, leisure, and entertainment. Virtual reality applications are most numerous and

    growing most rapidly in the arts, leisure, and entertainment. Video games are one of thelargest markets in computer technology. In virtual museums, you can view art by "walking"

    through virtual galleries; in a virtual design studio, you can interact with remote production

    teams and examine the design object; in a virtual music room, you can see how to play

    instruments. Children can build structures using virtual blocks and then enter the structurescreated.

    CAVE

    The CAVE (CAVE Automatic Virtual Environment) is the cadillac of virtual reality

    systems. The CAVE is a 10 x 10 x 10 foot wholly immersive environment which allowsfor peripheral vision, multi-person use, and has full sound and visualization capabilities. A

    CAVE environment consists of a projectable floor and three rear-projection screen walls.

    Graphics in the CAVE are produced by a Silicon Graphics Onyx supercomputer thathouses multiple Reality Engine graphics CPUs. Each Reality Engine is responsible for

    rendering a single wall. Two views are produced for each wall, one for the left eye and one

    for the right eye. Stereo glasses are used while in the CAVE in order to view the virtualenvironment in 3D. These shuttered LCD glasses are synchronized to the screen at an

    update rate of 96 Hz. The two halves of the stereo image are seen 48 times per second by

    each eye separately. The brain then combines these two views into one 3-dimensional

    image.

    To exploit the hardware capabilities of the CAVE, visualization software must be

  • 8/2/2019 A Cartoon That You Can Get Into

    14/18

    developed with calls to the functions of the CAVE software library. This software may be

    developed and tested on any SGI computer using CAVE simulator mode. The CAVE

    simulator provides two-fold benefits to the CAVE software development process. First, itfrees up the CAVE by allowing multiple developers to simultaneously develop and debug

    CAVE software on relatively inexpensive workstations. Secondly, it provides less

    expensive alternatives for organizations that may find the cost of the CAVE prohibitive.The Reactor Engineering Division has explored two such options. A personal desktop VR

    system has been developed by adding an emitter to an SGI Octane workstation. For group

    use, a single wall CAVE capability has been developed in the Advanced Simulations andControl Laboratory.

    Four examples that we have studied so far are: visualization of CAD data, computationalcrashworthiness and computational combustion.

  • 8/2/2019 A Cartoon That You Can Get Into

    15/18

    Virtual Reality Visualization of CAD Data

    CAD/CAM software plays an integral role in nuclear power plant design. However,

    CAD/CAM software leaves some major issues in the design process unaddressed. We seekto fill the gap through the use of a virtual reality representation of the plant. Through the

    use of virtual reality, we plan to investigate the integration of components duringconstruction. Unforeseen problems during construction often require field changes that

    introduce delays. In addition, virtual reality can be used for the training of plantmaintenance personnel. The model we are using for proof-of-concept is a CAD generated

    model of the AP600 plant. The original AUTOCAD dxf file was passed through a filter to

    produce a data file compatible with our VR software. We have also developed amethodology for producing virtual models from PRO/E.

    BFHS

    Pro/Engineer CAD Model

    Mechanical components placed inside a hot cell must be carefully designed for

  • 8/2/2019 A Cartoon That You Can Get Into

    16/18

    maintenance. Once placed inside the hot cell, they are only accessible indirectly through

    devices such as glove boxes, master slave manipulators and robots. The design of these

    components must take these restrictions into account. Through a virtual prototype,designers and plant operators can rehearse maintenance procedures and identify potential

    problems before equipment is built and placed into a hot cell.

    Computational Crashworthiness

    In early 1999, the Transportation Research Center at Argonne hosted research from the

  • 8/2/2019 A Cartoon That You Can Get Into

    17/18

    National Crash Analysis Center (NCAC) at George Washington University (GWU). The

    NCAC is interested in collaborating with Argonne. The specific research issues that we

    would explore in the course of our collaboration are studying deformations in regions ofthe car that are difficult to instrument and observe in physical experiments. A pilot project

    was subsequently launched to provide an initial proof-of-concept demonstration.

    Crashworthiness simulation results were received from the NCAC. The correspondingfinite element model consisted of 81 frames each with 47856 elements and 49574 nodes.

    The model included an airbag and driver.

    Underhood Thermal Management

    Next - generation automobiles need to meet stringent government standards for emissionsand fuel economy. Increased attention has been turned towards high performance

    computing and simulation as tools to enable engine designers to reach these goals. Inaddition, these future vehicles will have expensive electronics modules for controlling

    vehicle behavior in response to road conditions and driving style. A novel issue in the

    design of these vehicles will be locating these modules away from extreme heat. Themodel we are using is from a 3 million-cell computation using STAR-CD on the IBM SP

    computer system. The capabilities that will be demonstrated are the visualization of

  • 8/2/2019 A Cartoon That You Can Get Into

    18/18

    temperature fields as well as particle tracking in three dimensions.