3 resultados para regression discrete models
em AMS Tesi di Dottorato - Alm@DL - Università di Bologna
Resumo:
A control-oriented model of a Dual Clutch Transmission was developed for real-time Hardware In the Loop (HIL) applications, to support model-based development of the DCT controller. The model is an innovative attempt to reproduce the fast dynamics of the actuation system while maintaining a step size large enough for real-time applications. The model comprehends a detailed physical description of hydraulic circuit, clutches, synchronizers and gears, and simplified vehicle and internal combustion engine sub-models. As the oil circulating in the system has a large bulk modulus, the pressure dynamics are very fast, possibly causing instability in a real-time simulation; the same challenge involves the servo valves dynamics, due to the very small masses of the moving elements. Therefore, the hydraulic circuit model has been modified and simplified without losing physical validity, in order to adapt it to the real-time simulation requirements. The results of offline simulations have been compared to on-board measurements to verify the validity of the developed model, that was then implemented in a HIL system and connected to the TCU (Transmission Control Unit). Several tests have been performed: electrical failure tests on sensors and actuators, hydraulic and mechanical failure tests on hydraulic valves, clutches and synchronizers, and application tests comprehending all the main features of the control performed by the TCU. Being based on physical laws, in every condition the model simulates a plausible reaction of the system. The first intensive use of the HIL application led to the validation of the new safety strategies implemented inside the TCU software. A test automation procedure has been developed to permit the execution of a pattern of tests without the interaction of the user; fully repeatable tests can be performed for non-regression verification, allowing the testing of new software releases in fully automatic mode.
Resumo:
La regolazione dei sistemi di propulsione a razzo a propellente solido (Solid Rocket Motors) ha da sempre rappresentato una delle principali problematiche legate a questa tipologia di motori. L’assenza di un qualsiasi genere di controllo diretto del processo di combustione del grano solido, fa si che la previsione della balistica interna rappresenti da sempre il principale strumento utilizzato sia per definire in fase di progetto la configurazione ottimale del motore, sia per analizzare le eventuali anomalie riscontrate in ambito sperimentale. Variazioni locali nella struttura del propellente, difettosità interne o eterogeneità nelle condizioni di camera posso dare origine ad alterazioni del rateo locale di combustione del propellente e conseguentemente a profili di pressione e di spinta sperimentali differenti da quelli previsti per via teorica. Molti dei codici attualmente in uso offrono un approccio piuttosto semplificato al problema, facendo per lo più ricorso a fattori correttivi (fattori HUMP) semi-empirici, senza tuttavia andare a ricostruire in maniera più realistica le eterogeneità di prestazione del propellente. Questo lavoro di tesi vuole dunque proporre un nuovo approccio alla previsione numerica delle prestazioni dei sistemi a propellente solido, attraverso la realizzazione di un nuovo codice di simulazione, denominato ROBOOST (ROcket BOOst Simulation Tool). Richiamando concetti e techiche proprie della Computer Grafica, questo nuovo codice è in grado di ricostruire in processo di regressione superficiale del grano in maniera puntuale, attraverso l’utilizzo di una mesh triangolare mobile. Variazioni locali del rateo di combustione posso quindi essere facilmente riprodotte ed il calcolo della balistica interna avviene mediante l’accoppiamento di un modello 0D non-stazionario e di uno 1D quasi-stazionario. L’attività è stata svolta in collaborazione con l’azienda Avio Space Division e il nuovo codice è stato implementato con successo sul motore Zefiro 9.
Resumo:
Until few years ago, 3D modelling was a topic confined into a professional environment. Nowadays technological innovations, the 3D printer among all, have attracted novice users to this application field. This sudden breakthrough was not supported by adequate software solutions. The 3D editing tools currently available do not assist the non-expert user during the various stages of generation, interaction and manipulation of 3D virtual models. This is mainly due to the current paradigm that is largely supported by two-dimensional input/output devices and strongly affected by obvious geometrical constraints. We have identified three main phases that characterize the creation and management of 3D virtual models. We investigated these directions evaluating and simplifying the classic editing techniques in order to propose more natural and intuitive tools in a pure 3D modelling environment. In particular, we focused on freehand sketch-based modelling to create 3D virtual models, interaction and navigation in a 3D modelling environment and advanced editing tools for free-form deformation and objects composition. To pursuing these goals we wondered how new gesture-based interaction technologies can be successfully employed in a 3D modelling environments, how we could improve the depth perception and the interaction in 3D environments and which operations could be developed to simplify the classical virtual models editing paradigm. Our main aims were to propose a set of solutions with which a common user can realize an idea in a 3D virtual model, drawing in the air just as he would on paper. Moreover, we tried to use gestures and mid-air movements to explore and interact in 3D virtual environment, and we studied simple and effective 3D form transformations. The work was carried out adopting the discrete representation of the models, thanks to its intuitiveness, but especially because it is full of open challenges.