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1. INTRODUCTION
1.1 INTRODUCTION TO COMPUTER AIDED DESIGN
Engineering design graphics has made significant changes since the
early 1980s. For the most part, these changes have occurred due to the evolution of
computer-aided design (CAD). Before CAD, design was accomplished by traditional
board drafting utilizing paper, pencil, straightedges, and various other manual drafting
devices. Concurrently with manual drafting were sketching techniques, which allowed
a designer to explore ideas freely without being constrained within the boundaries of
drafting standards.
Many of the drafting and design standards and techniques that existed
primarily due to the limitations of manual drafting still exist today. Popular mid-range
CAD packages still emphasize two-dimensional orthographic projection techniques.
These techniques allow a design to be portrayed on a computer screen as it was once
accomplished on a drafting table. Drafting standards have changed little since the
beginning of CAD. These standards still place an emphasis on the two-dimensional
representation of designs.
Many engineering fields continue to rely on orthographic projection to
represent design intent. Some fields, such as manufacturing and mechanical
engineering, foster a paperless environment that does not require designs to be
displayed orthographically. In this theoretically paperless environment products are
designed, engineered, and produced without a hard-copy drawing. Designs are
modeled within a CAD system and the electronic data is utilized concurrently in
various departments, such as manufacturing, marketing, quality control, and
production control. Additionally, CAD systems are becoming the heart of many
product data management systems. Utilizing a computer network, CAD designs can
be displayed throughout a corporation's intranet. With Internet capabilities, a design
can be displayed using the World Wide Web.
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1.2 CONCURRENT ENGINEERING


The engineering design process once was linear and decentralized.
Modern engineering philosophies are integrating team approaches into the design of
products. As shown in Fig. 1.1 team members can come from a variety of fields.
Teaming stimulates a nonlinear approach to design, with the CAD model the central
means of communicating design intent.

Fig. 1.1: Concurrent Engineering Members

Concurrent engineering has many advantages over the traditional


design process. Individuals and groups invest significant resources and time into the
development of products. Each individual and group has needs that must be met by
the final design solution. As an example, a service technician wants a product that is
easy to maintain while the marketing department wants a design that is easy to sell.
Concurrent engineering allows everyone with an interest in the design to provide their
input.
Modern engineering and communication technologies allow designs to
be shared easily among team members. CAD three-dimensional models graphically
display designs that can be interpreted by individuals who are not trained in blueprint-
reading fundamentals. Because of this accessibility, the CAD system has become the
heart of many product-data-management systems. Internet capabilities allow designs
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to be shared over long distances. Most CAD applications have Internet tools that
facilitate the sharing of design data. Parametric Technology Corporation’s Pro/Web-
Publish, for one, allows for the publishing of CAD data over the Internet. Another
example is PTC’s Pro/Fly-Through application, which displays Virtual-Reality-
Modeling-Language (VRML) models and allows for the markup and animation of
these models over an Internet or intranet.
1.3 ENGINEERING GRAPHICS
The fundamentals of engineering graphics and the displaying of three-
dimensional (3D) designs on a two-dimensional surface have changed little since the
advent of CAD. Despite the explosion of advanced 3D modeling packages, many
design standards and techniques that once dominated manual drafting remain relevant
today.
Sketching is an important tool in the design process. Design modeling
techniques using two-dimensional CAD, three-dimensional CAD, or manual drafting
can restrict an individual’s ability to work out a design problem. It takes time to place
lines on a CAD system or to construct a solid model. Sketching allows a designer to
work through a problem without being constrained by the standards associated with
orthographic projection or by the time required to model on a CAD system.
There are two types of sketching techniques: artistic and technical.
Many individuals believe that artistic sketching is a natural, inborn ability. This is not
always the case. There are techniques and exercises that engineering students can
perform that will improve their ability to think in three dimensions and solve
problems utilizing artistic sketching skills. Despite this, few engineering students
receive this type of training.
When engineering or technology students are trained in sketching, it is
usually the technical variety. Technical sketching is similar to traditional drafting and
two-dimensional computer-aided drafting. This form of sketching enables a design to
be displayed orthographically or pictorially through sketching techniques.
The design process requires artistic sketching and technical sketching
to be utilized together. Conceptual designs are often developed through artistic
sketching methods. Then once a design concept is developed, technical sketches of
the design can be drawn that will allow the designer to display meaningful design
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intent information. This information can then be used to develop orthographic


drawings, prototypes, and/or computer models.
The traditional way to display engineering designs is orthographic
projection. Any object has six primary views (Fig. 1.2). these views are used to
display the three primary dimensions of any feature: height, width, and depth. By

Fig.1.2: Six Primary Views

selectively choosing a combination of the primary views, a detailer can graphically


display the design form of an object. Often, three or fewer views are all that are
necessary to represent design intent (Fig 1.2). A combination of views such as the
front, top, and right side will display all three primary dimensions of any feature.
Incorporating dimensions and notes can display design intent for an object.
Orthographic projection is not a natural way to display a design. The
purpose for orthographic drawings is to show a design in such a way that it can be
constructed or manufactured. Pictorial drawings are often used to represent designs in
a way that non-technically trained individuals can understand. Pictorial drawings
display all three primary dimensions (height, width, and depth) in one view (Fig 1.3).
There are many forms of pictorial drawings, the most common of which are isometric,
diametric, and trimetric.
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Fig.1.3: Isometric Pictorial View


Naturally, objects appear to get smaller as one move further away from
them. This effect is known as perspective. Perspective is another form of pictorial
drawing. Orthographic, isometric, diametric, and trimetric projections do not
incorporate perspective. Perspective drawings are often used to display a final design
concept that can be easily understood individuals with no technological training.
Before an object can be manufactured or constructed, technical
drawings are often produced. Technical drawings are used to display all the
information necessary to properly build a product. These drawings consist of
orthographic views, dimensions, notes, and details. Details are governed by standards
that allow for ease of communications between individuals and organization.
1.4 ORGANIZATION OF TEXT
The chapter introduction provides basic introduction to computer aided
design. In addition, it also provides information about concurrent engineering
technique which is extensively used in modern product design and
development and engineering graphics.
Chapter 2 Review of literature discuss the various important terms used
in pro/engineer software. In addition to that it gives information regarding the
other two softwares used in this thesis work i.e. 3ds max studio and VRML.
Chapter 3 Computer Aided Design: A Parametric Modeling Concept
explains the idea of parametric modeling technique on which the pro/engineer
is constructed. It also explains the difference between parametric and Boolean
modeling techniques.
Chapter 4 processes in Mahavir industry gives information of the
working principles, features, application and technical specifications of
machines taken into consideration.
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Chapter 5 modeling and simulation of industrial processes in virtual


environment explains the methodology adopted for creating virtual reality
presentation of agro machines.
Chapter 6 talks about the applications, advantages, limitations and future
scope of the thesis. Chapter 7 comprises of discussion and conclusion.

2. REVIEW OF LITERATURE
2.1 BEFORE YOU BEGIN Pro/ENGINEER
Before you run Pro/ENGINEER, you should know about settings:
2.1.1 WORKING DIRECTORY--Pro/ENGINEER first looks up files and
configuration options in a designated directory on your system. This directory is
called the current directory or working directory. You will need read/write access to
this directory, as you will be storing and retrieving your objects, such as parts and
assemblies, in it.
2.1.2 CONFIGURATION FILE--Pro/ENGINEER uses configuration files to
determine default settings that you modify from session to session.
2.2 FEATURES AND CAPABILITIES OFFERED BY PRO/E
1. Pro/E is offering Pro/E Foundation basic modeling software.
2. Pro/E is offering finite element analysis (FEA) software i.e. Pro/Mechanica
(Structural, Motion, Thermal).
3. Pro/E is offering Mechanism Design Extension (MDX) for simulation of
mechanisms.
In addition to above Pro/E have offered following modules with
maximum 100 users license which can help the students for their projects and wider
carrier opportunities after getting expertise on those software.
 Tool Design Option – Mold and Die Designing software
 Production Machining Option – CNC tool path generation/Manufacturing
software.
 Behavioral Modeling Extension (BMX) – The unique concept in Mechanical
Designing
 Model Check
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 Pro/ENGINEER Advance Assembly Extension (AAX)


 Advance Surface Extension (ASX) – Reverse Engineering Software
 Pro/intralink Users Training
 Pro/intralink Administration Training.
 CDRS – Advance Surface Designing Software.
 3D PAINT
 Pro/DESKTOP
All the above Pro/Engineer softwares are developed by Parametric
Technology Corporation, USA.
2.3 PRO/ENGINEER FOUNDATION
2.3.1 COMPLETE PRODUCT DEFINITION
Pro/E foundation contains the industries most used, feature-based 3D
parametric solid modeling core that provides accurate representations of geometry,
mass properties and interference checking. It enables full definition of the product
definition, producing complete and accurate product results and deliverables. By
providing feature-based modeling and full associativity, it enables changes made
anywhere in the development process to be propagated throughout the entire design
and throughout the value chain.

2.3.2 CAPABILITIES
• Assemblies – Define and create complex assemblies.
• Associative Drawing Tables – Produce detailed reports that automatically
update changes to design tables.
• Basic Surface – Create and trim surfaces using basic tools (extrude, revolve,
blend, sweep, etc.) Perform surface operations such copy, merge, extend, and
transform,
• Data Exchange – Empower highly collaborative CAD/CAM development.
• Fully Detailed Documentation and 2D Drafting – Create complete,
production-ready drawings.
• Library – Easy access to standard parts, features, tools, mold bases,
connectors, pipe fittings, symbols, and human body dimensions.
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• Mechanism Design – Assemble parts and assemblies using pre-defined


connections (pin joints, ball joints, sliders, etc.) The mechanism assembly can
then be interactively dragged through its range of motion.
• Model Check – Evaluate parts, assemblies, and drawings to ensure that they
adhere to a company’s modeling standards and best practices.
• Photo-realism – Quickly create accurate, photo-realistic images of
Pro/ENGINEER parts and assembles.
• Plotting/Printing – Supports more than 150 plotters plus printers and plotters
running on Microsoft Window's 95, 98 and 2000 and XP.
• Programmatic Interface – J-Link capability is a powerful new toot for
expanding, customizing, and automating the functionality of Pro/ENGINEER.
• Sheet Metal – Quickly create sheet metal parts using sheet metal specific
features such as bends, punches, forms, etc. Provide the ability to unfold sheet
metal parts into accurate flat patterns.
• VRML/HTML - Export Pro/ENGINEER parts, assemblies, and process plans
to Web pages using standard HTML, VRML, CGM, and JPEG formats and
Java applets.
• Weld Modeling and Documentation – Define joining requirements for
welded parts and assemblies and easily produce full, 2D weld documentation.
2.4 MARKET POSITION OF Pro/E SOFTWARE
Today, Pro/Engineer is the no. 1 CAD/CAM software available in the
market built on the most powerful Granite Technology. The maximum jobs for
CAD/CAM available in the market are for Engineers trained on Pro/Engineer.
2.5 REASONING FOR SELECTION OF Pro/E AS MODELLING
SOFTWARE.
Here is an explanation why Pro/E is selected as modeling software for
this thesis work. A capability unique to parametric modeling packages, when
compared to other forms of CAD, is the ability to incorporate design intent into a
model. Most computer-aided design packages have the ability to display a design, but
the model or geometry does not hold design information beyond the actual vector data
required for construction. Two-dimensional packages display objects in a form that
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graphically communicates the design, but the modeled geometry is not a virtual image
of the actual shape of the design. Traditional three-dimensional models, especially
solid models, display designs that prototype the actual shape of the design. The
problem with solid-based Boolean models is that parameters associated with design
intent are not incorporated. Within Boolean operations, when a sketch is protruded
into a shape or when a cylinder is subtracted from existing geometry to form a hole,
data associated with the construction of the part or feature is not readily available.
Parameters associated with a feature in Pro/ENGINEER exist after the
feature has been constructed. An example of this would be a hole. A typical method
used within Pro/ENGINEER to construct a straight hole is to locate the hole from two
edges. After locating the hole, the hole diameter and depth are provided. The
dimensional values used to define the hole can be retrieved and modified at a later
time. Additionally, parametric values associated with a feature, such as a hole
diameter, can be used to control parameters associated with other dimensions.
With most Boolean operations, the final outcome of the construction of
a model is of primary importance. When modeling a hole, the importance lies not in
parameters used to locate a hole but where the hole eventually is constructed. When
the subtraction process is accomplished, the cylinder location method is typically lost.
Using parametric hole construction techniques, these parameters are preserved for
later use.
The dimensioning scheme for the creation of a feature, such as a hole,
is important for capturing design intent.
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Fig.2.1 The hierarchical order of design intent


Figure shows two different ways to locate a pair of holes. Both
examples are valid ways to dimension and locate holes. Which technique is better?
The answer depends upon the design intent of the part and feature. Does the design
require that each hole be located a specific distance from a common datum plane? If
it does, then the second example might be the dimensioning scheme that meets design
intent. But if the design requires that the distance between the two holes be carefully
controlled, the first example might prove to be the best dimensioning scheme.
Designs are created for a purpose. Design intent is the intellectual
arrangement of assemblies, parts, features, and dimensions to solve a design problem.
Most designs are composed of an assembly of parts. Each part within a design is
made up of various features. Design intent governs the relationship between parts in
an assembly and the relationship between features in a part. As depicted in Figure
2.1, a hierarchical ordering of intent can be created for a design. At the top of the
design intent tree is the overall intent of the design. Below the overall design intent is
the component design intent. Components are composed of parts and subassemblies.
The intent of each component of a design is to work concurrently with other
components as a solution to the design problem. Features comprise parts. Features
must meet the design intent of the parts of which they are composed.
Parametric modeling packages provide a variety of tools for
incorporating design intent. The following is a list of these tools.
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2.5.1 ASSEMBLY CONSTRAINTS


Assembly constraints are used to form relationships between
components of a design. If a part’s surface should mesh with the surface of another
part within an assembly, a mate constraint should be used. Examples of other
common assembly constraints include align, insert, and orient.

2.5.2 PARENT-CHILD RELATIONSHIPS


The definition of a feature frequently relies on dimensional and
geometric cues taken from another feature. This kind of relationship is termed a
parent-child relationship. The parent-child relationship is one of the most powerful
aspects of Pro/ENGINEER. When a parent feature is modified, its children are
automatically recreated to reflect the changes in the geometry of the parent feature. It
is therefore essential to reference feature dimensions and geometry so design
modifications are correctly propagated throughout the model. Because children
reference parents, features can exist without children, but children cannot exist
without their parents.

2.5.3 DIMENSIONAL RELATIONSHIPS


Dimensional relationships allow the capture of design intent between
and within features while in part mode, and between parts while in assembly mode. A
dimensional relationship is an explicit way to relate features in a design.
Mathematical equations are used to relate dimensions. An example of
a dimensional relationship is to make two dimensions equal in value. Within
Pro/ENGINEER, for this example, the first dimension would drive the second. Most
algebraic and trigonometric formulas can be included in a relationship. In addition,
simple conditional statements can be incorporated.

2.5.4 DIMENSIONING SCHEME


The placement of dimensions is extremely important for the
incorporation of design intent into a model. During sketching within
Pro/ENGINEER, dimensions are placed automatically (when intent manager is
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activated) that will fully define a feature. These dimensions may not match the design
intent, however. Dimensions within a section or within the creation of a feature
should match the intent of a design.

2.5.5 FEATURE CONSTRAINTS


Constraints are powerful tools for incorporating design intent. If a
design requires a feature’s element to be constrained perpendicular to another
element, a perpendicular constraint should be used. Likewise, design intent can be
incorporated with other constraints, such as parallel, tangent, and equal length.
2.5.6 REFERENCES
Feature references can be created within part and assembly modes of
Pro/ENGINEER. An example of a reference within part mode is to use existing
feature edges to create new geometry within the sketcher environment. A parent
feature edges to create new geometry within the sketcher environment. A parent child
relationship is then established between the two features. If the reference edge is
modified, the child feature is modified correspondingly.
Within assembly mode, an external reference can be established
between a feature on one part and a feature on a second. Pro/ENGINEER allows for
the creation of parts and subassemblies within assembly mode. By creating a
component using this technique, relationships can be established between two parts.
Modification of the parent part reference will modify the child part.

2.6 MINIMUM REQUIREMENTS FOR Pro/E PACKAGE


(Pro/ENGINEER HARDWARE REQUIREMENTS)
Standard Pro/E pre requisite (workstation on which Pro/E is loaded) is as
Follows:
1. Any Computer with Pentium Processor.
2. Operating System windows XP Home Edition, XP Professional Edition, Windows
2000 (note Pro/E release 2001 is not available on Windows 95 or windows 98).
3. Pro/E requires minimum of 96 MB of RAM but for better working and future
enhancements 128 MB of RAM is recommended.
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4. Hard disk space required for Pro/E (without Help) is 350 MB. For considering
every thing at least customer must have 1GB of free space before installation
proceeds.
5. Monitor 17” is recommended for better viewing, 14” monitor will do in worst case
but it should support resolution of 1024x768 delivered by display card.
6. Graphics card (8 MB Video RAM) with OpenGL support and 1024x768 resolution,
16-million color delivery.
7. Network card for licensing
8. Standard accessories like CD-ROM drive, 3-button mouse, Keyboard.
The above configuration is for PC on which Pro/Engineer is working
while configuration for license server can be even lower than above configuration if
Pro/E is not working on server machine, in such case only requirement is working
windows based machine on Network which can directly accessed by client machines.
(It is not necessary to load Pro/E on license server machine) if server contains Pro/E
installation then you can consider above list of configuration for the server.

2.7 ABOUT VIRTUAL REALITY MODELING LANGAUGE


(VRML)
3D graphics are all the rage today. We see them everywhere: in video
games, advertising, even feature-length films. We have come to a point in history
where we can create completely synthetic worlds that exist entirely inside a
computer's memory. These worlds have been referred to in the popular media as
"virtual reality," "cyberspace," or "the metaverse." These terms are great for a science
fiction writer in search of a new book idea, but we are many years away from virtual
worlds that are anywhere near the rich detail of the real world. However, 3D graphics
give us much more than the future promise of virtual reality. They give us a powerful
new tool for the presentation of information, art, and entertainment. And while we
don't think virtual reality will ever overtake the real world, as so many science fiction
movies would like us to believe, they will add to our repertoire of creative outlets.
The World Wide Web adds an interesting new twist to the use of 3D
graphics. In the past, the presentation of art or information was limited to those who
could get their work shown in an art gallery, or to someone with access to a
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publishing house or television studio. But, access to the Web is relatively inexpensive,
so almost anyone can communicate their ideas, as long as they know how to use the
tools that turn their dreams into reality.
VRML is the tool for creating 3D virtual experiences on the World
Wide Web. Even though it is in its infancy, VRML will allow you to realize your
visions and make them available to everyone on the Web.
2.7.1 VRML BACKGROUND

The notion of 3D graphics has been very popular lately, from video
games to weather simulations to movies that give us a glimpse of virtual reality,
complete with virtual villains and cyber heroes. The World Wide Web has gained even
more popularity. Therefore, it is natural that people would want to join the two,
marrying the compelling experience of 3D to the global access of the Web.
VRML was born to solve just this problem: how to put compelling 3D
onto every PC connected to the Web.
2.7.2 WHY USE 3D ON THE WEB?

The World Wide Web has grown from a curiosity on college campuses
to a major force in business in fewer than five years. It seems as though there is not a
TV commercial, billboard, or panel truck without the now familiar http://.... The Web
is the subject of jokes, talk shows, and articles in major magazines. You can buy wine
and movie tickets on the Web, see the latest shots from the space shuttle, and find out
the weather in any corner of the world, as long as you know the magic incantation,
http://www.weather.com/current/.
As with many of the inventions now taken for granted, no one knew
what the Web would become when it was first conceived. It started out as an easier
way to browse text pages on large computer databases. It was soon realized that some
sort of text formatting and the capability to add images to a page were crucial to the
successful presentation of the information. Thus, the Hypertext Markup Language
(HTML) was born. An outgrowth of publishing standards of the late 1980s, HTML is
a simple text-based file format with embedded commands (known as tags) to instruct
the computer how to display the information. For instance, surrounding a word with
the tags <B> and </B> causes that word to be displayed in bold. There are tags to
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distinguish between a heading and body text, to center text, and to create bulleted
lists, to name a few.
HTML also has a tag to embed images on a page, and it is here that
HTML started down the path toward full multimedia integration. Brochures,
magazines, and other printed material consist basically of words and images, with the
occasional background color to set off a sidebar. With text formatting and embedded
images, HTML can handle most of this.
2.7.3 A SHORT HISTORY OF VRML

The origins of VRML date back to the middle of 1994, to a European


Web conference in which Tim Berners-Lee talked about the need for a 3D Web
standard. He coined the name VRML (Virtual Reality Markup Language) as an
acronym to parallel HTML. Mark Pesce picked up on this idea and was able to
persuade Brian Behlendorf at Wired magazine to start a mailing list called www-vrml.
The VRML mailing list was the seed from which a thriving community
of artists, engineers, and visionaries grew. The name was quickly changed to Virtual
Reality Modeling Language to reflect the emphasis on worlds rather than pages of
text. This group produced the VRML 1 specification in record time purely through
e-mail interactions. This was possible thanks in part to the fact that it was based on
the Inventor file format from Silicon Graphics. Inventor is a mature file format used
everywhere from universities doing research to animation houses doing special effects
for movies and television. A subset of Inventor was chosen that facilitated
implementation on a wide variety of platforms. Although this allowed several VRML
browsers to be created, it also crippled the language to a certain extent. Inventor's
advanced interaction and animation capabilities were not included, so VRML 1
worlds were as still as a graveyard. So, before the ink even had a chance to dry on the
specification, work was started to bring life to those Virtual worlds.
A small extension to VRML, called VRML 1.1, was tried. It contained
facilities to add audio clips to a scene and some very primitive animation. But because
this was not nearly enough to create compelling content, VRML1.1 never saw the
light of day. The VRML community set its sights on a major overhaul of the language
and dubbed it VRML 2.
2.7.4 THE REQUIREMENTS
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Gavin Bell was the Silicon Graphic Inc. engineer primarily responsible
for introducing the VRML community to Inventor. In thinking about 2, he conceived
of three requirements he deemed important for 3D Web content: composability,
scalability, and extensibility.
Composability allows an author to create a virtual house, scale it down,
and place it on a tabletop. This table with the house model can then be placed in the
office building of a virtual architecture company. This building can be placed on a city
block with other buildings, which, in turn, can be placed in a city, which can be placed
on a planet orbiting the sun. In this composition, each piece is independent of the rest.
The full-size house can be placed on a residential street somewhere else on the planet
because everything that makes it a house, from the attic light that can be switched on
to the door that opens to the basement, is contained within the house model.
Scalability allows worlds of arbitrary size to be created. With VRML,
it must be possible to see a galaxy, zoom in on a star system, then to a planet, then a
city, a block, a park, a man sitting on a bench, and the mosquito sitting on his arm.
This is difficult due to limits in the precision of computer hardware, but it is important
to prevent every world from having arbitrary limits in size or detail.
Extensibility allows an author to extend the capability of the language
to serve special purposes. This allows, for instance, multiuser worlds to be created or
new geometric objects to be added to VRML.

2.8 BASIC VRML CONCEPTS


2.8.1 2D VERSUS 3D GRAPHICS

There is a big difference between 2D and 3D. Although this makes it


harder to work with 3D, it also gives 3D huge advantages over 2D. You can create a
3D world, populate it with interesting objects, and then walk around that world using
a 3D browser such as Cosmo Player. The only way to get similar motion using 2D is
by using movies, such as MPEG, or image-based formats, such as Shockwave from
Macromedia. Both of these techniques create huge files that are extremely slow to
download over the Web, and are not as flexible. The only viewing angle you have is
the one the author has created for you. With 3D and VRML, you can go literally
anywhere in the 3D world. You can walk up to a sign to read it, look over your
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shoulder to see where a sound is coming from, or walk up a flight of stairs to go into a
second-story office.

2.8.2 QUESTIONS & ANSWERS ON VRML


Q How can we keep up with all the changes taking place with VRML and other
virtual reality technologies?
No one can keep up completely nowadays. It is recommended surfing the Internet to
see what all the top companies are up to. Open up your favorite search engine in your
Web browser and search on VRML and Virtual Reality. Also, read the online
magazines devoted to VRML. If you can, download the latest beta copies of each
browser and take a tour with them. Keep a list of the features of each browser. Spend
some time thinking about the algorithms required to make a browser work. Keep a
link to the VRML Consortium home page and other VRML-related organizations.
And, by all means, go to the conferences where all the best ideas are presented and
discussed. You'll never run out of things to think about, because VRML is involved in
so many different disciplines, including education, scientific visualization,
communication, psychology, physiology, anthropology, and entertainment, to name a
few.
Q Why would we want to use 3D on the Web? Why would we need anything
more than the text and images that are already on an HTML page?
The use of 3D on the Web has many great benefits. First, it allows a virtually infinite
amount of interactivity. Viewing an image of the outside of a house is not nearly as
interesting or informative as being able to walk through the front door and up to the
master bedroom to check out the view. Second, 3D is much more compact than either
images or text. They say that a picture is worth a thousand words. If that's true, a 3D
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world is worth a thousand pictures. Finally, 3D gives an author a richer medium in


which to express ideas.
2.9 ABOUT 3DS MAX
The software used for adding motion to the agro machine models was
3DS MAX .3ds max claims that "You bring the imagination. We'll bring the rest". The
3ds max software incorporates the features, commands and techniques for creating
and animating 3D models and rendering scenes. The software has techniques for
implementing various modeling methods, applying materials, placing lights and
cameras, and creating still and/or animated images.
2.9.1 WHY 3DS MAX?
3ds max is the world’s most widely used professional 3D modeling,
animation and rendering software. It significantly improves connectivity, image
quality, productivity, and content delivery. It provides ability to create heightened
realism through global illumination, exposure, accurate physical controls and custom
hardware support. This software is intended for Designers, Drafters, Architects and
professionals involved with graphics and design. People in related roles can also
benefit from 3DS Max Software.

2.10 SIMULATION
Simulation is not an optimization technique. Rather, it is a technique
for estimating the measures of performance of the modeled system.
[Taha, Operations Research, An Introduction, p. 673]
Simulation may be defined as a technique that imitates the operation of a real-world
system as it evolves over time.
[Winston, Operations Research, p. 1183]
Simulation - The operations research view of simulation is that it is a controlled
statistical sampling technique for estimating the performance of complex stochastic
systems when analytical models do not suffice.
[H&L, Intro. to Operations Research, p. 901]
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3. COMPUTER AIDED DESIGN: PARAMETRIC


MODELING CONCEPTS
Parametric modeling is an approach to computer-aided design that
gained prominence in the late 1980s. An assumption commonly held among CAD
users is that similar modeling techniques exist for all CAD systems. To users that
follow this assumption, the key to learning a different CAD system is to adapt to
similar CAD commands. This is not entirely true when a two-dimensional CAD user
tries to learn, for the first time, a parametric modeling application. Within parametric
modeling systems, though, you can find commands that resemble 2D CAD
commands. Often, these commands are used in a parametric modeling system just as
they would be used in a 2D CAD package. The following is a partial list of
commands that cross over from 2D CAD to Pro/ENGINEER.
3.1 LIST OF COMMANDS
3.1.1 LINE
The line option is used within Pro/ENGINEER’s sketcher mode (or
environment) as a tool to create sections. Within a 2D CAD package, precise line
distances and angles can be entered using coordinate methods, such as absolute,
relative, and polar. Pro/ENGINEER does not require an entity to be entered with a
precise size. Feature size definitions are established after finishing the geometric
layout of a feature’s shape.
3.1.2 CIRCLE
As with the line command, the circle option is used within
Pro/ENGINEER’s sketcher environment. Precise circle size is not important when
sketching the geometry.
3.1.3 ARC
As with the line and circle options, the arc command is used within
Pro/ENGINEER’s sketching environment. Pro/ENGINEER’s are command also
includes a fillet command for creating rounds at the intersection of two geometric
entities.
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3.1.4 DELETE
The delete command is used within a variety of Pro/ENGINEER
modes. Within the sketcher environment, delete is used to remove geometric entities
such as lines, arcs, and circles. Within Part mode, delete is used to remove features
from a part. For assembly models, the delete command is used to delete features from
parts and to delete parts from assemblies.
3.1.5 OFFSET
Offset options can be found within various Pro/ENGINEER modes.
Within the sketcher environment, existing part features can be offset to form
sketching geometry. Additionally, planes, within Part and Assembly modes can be
offset to form new datum planes.
3.1.6 TRIM
The trim command is used within Pro/ENGINEER’s sketching
environment. Geometric entities that intersect can be trimmed at their intersection
point.
3.1.7 MIRROR
The mirror option is used within Pro/ENGINEER’s Sketch and Part
modes. Geometry created as a sketch can be mirrored across a centerline. Also, part
features can be mirrored across a plane by executive the copy option.
3.1.8 COPY
The copy option is used within Part mode to copy existing features.
Features can be copied linearly, mirrored over a plane, or rotated around an axis.
Within Assembly mode, parts can be copied to create new parts.
3.1.9 ARRAY
Polar and rectangular array commands are common components in 2D
CAD packages. Pro/ENGINEER’s pattern command serves a similar function.
Features may be patterned using existing dimensions. Selecting an angular dimension
will create a circular pattern.
Parametric modeling presents a different approach to CAD, especially
when compared to 2D drafting and Boolean-based 3D modeling. Oftentimes an
experienced CAD user will have trouble learning a parametric modeling package.
This is especially true when a user tries to approach 3D parametric modeling as he or
21

she would approach Boolean solid modeling. They use similar concepts, but the
approaches are different.

3.2 Pro/ENGINEER BASICS


Pro/ENGINEER provides mechanical engineers with an approach to
mechanical design automation based on solid modeling technology and the following
features.
3.2.1 3-D MODELING
The essential difference between Pro/ENGINEER and traditional CAD
systems is that models created in Pro/ENGINEER exist as three-dimensional solids.
Other 3-D modelers represent only the surface boundaries of the model.
Pro/ENGINEER models the complete solid. This not only facilitates the creation of
realistic geometry, but also allows for accurate model calculations, such as those for
mass properties.
3.2.2 PARAMETRIC DESIGN
Dimensions such as angle, distance, and diameter control
Pro/ENGINEER model geometry. You can create relationships that allow parameters
to be automatically calculated based on the value of other parameters. When you
modify the dimensions, the entire model geometry can update according to the
relations you created.
3.3 FEATURE-BASED MODELING
Parametric modeling systems are often referred to as feature-based
modelers. In a parametric modeling environment, parts are composed of features
(Fig.3.1). Features may comprise either positive space or negative space. Positive
space features are composed of actual mass. An example of a positive space feature is
an extruded boss. A negative space feature is where a part has a segment cut away or
subtracted. An example of a negative space feature is a hole.
Parametric modeling systems such as Pro/ENGINEER incorporate an
intuitive way of constructing features. Often, the feature is first sketched in two
dimensions and then either extruded, revolved, or swept to form the three-dimensional
22

object. When sketching the feature, design intent is developed in the model by adding
dimensions and constraining the sketch.
Features can be predefined or sketched. Examples of predefined
features include holes, rounds, and chamfers. Many parametric modeling packages
incorporate advanced ways of modeling holes. Within a parametric modeling package,
predefined holes can be simple, counter bored, countersunk, or drilled. Parametric
modeling package hole command allows users the opportunity to sketch unique hole
profiles, such as may be required for a counter bore. Sketched features are created by
sketching a section that incorporates design intent. Sections may be extruded,
revolved, or swept to add positive or negative space features.

Fig 3.1: Feature in a model

Compared to Boolean modeling, feature-based modeling is a more


intuitive approach. In Boolean modeling, a common way to construct a hole is to
model a solid cylinder and then subtract it from the parent feature. In a parametric
design environment, a user can simply place the hole by using a predefined hole
command or by cutting a circle through the part. With most Boolean-based modelers,
if the user has to change a parameter of the hole, such as location or size, he or she
has to plug the original hole, then subtract a second solid cylinder. To adjust a feature-
based hole, the user can change any parameter associated with the hole by modifying
a dimension or parameter. Similarly, a feature's sketch can be redefined or modified.
3.4 ASSOCIATIVITY
Pro/ENGINEER is a fully associative system. This means that a
change in the design model anytime in the development process is propagated
23

throughout the design, automatically updating all engineering deliverables, including


assemblies, drawings, and manufacturing data. Associativity makes concurrent
engineering possible by encouraging change, without penalty, at any point in the
development cycle. This enables downstream functions to contribute their knowledge
and expertise early in the development cycle.

4. PROCESSES IN MAHAVIR INDUSTRY

4.1 PROBLEMS AND SCOPE


Mahavir electromechanical works Pvt ltd. is engaged in manufacturing
of agro machines supplied all over India. The assembly of the machines is quite
complex and size is considerable, therefore the marketing people were finding it
difficult to give live demonstration of the actual machines to their customer. By
carefully analyzing the problems reported by marketing people, it was felt that virtual
3d working models would be very useful to tackle the above problem.
The brief descriptions of the machines taken for the thesis work are as follows.
4.2 MAHAVIR D-SERIES DESTONER
Destoner assures unbeatable reliability and performance. Most
effective solution for separation of stones, mud balls and dust from seeds/grains.
4.2.1 APPLICATION:
For continuous separation of stones from a stream of granular material,
simple and dependable separation on the basis of the difference in terminal velocity of
the material and of the heavy impurities such as stone, metals, glass etc.
4.2.2 WORKING PRINCIPLE:
The gravity-fed grain is spread by a feeder across the entire width of
the machine. On separation screen, the stream of material is stratified according to its
specific gravity by the oscillating motion of the screen and the air flowing through the
material from bottom to top. The light particles collect at the top and the heavy ones
including the stones at the bottom. The lower layers of stones flow upward and are
separated out. The stone free stream of materials float on cushion of air, flowing
slowly towards the material outlets. The inclination of the screens, the air volume and
final separation can be individually adjusted to achieve the optimum degree of
separation.
4.2.3 DUST COLLECTION SYSTEM:
24

Some products are contaminated with dust chaff and other light
impurities, which are to be separated. The provision of special fan for removing the
said impurities can be given as an optional arrangement.
Adjustment: All the adjustment provided in the machine is simple and user friendly.

4.2.4 MACHINE CAPACITY


Due to the wide variation in separation requirements, MFPL cannot
guarantee these specific capacities; however, estimates in the table are conservative
and have been equaled or exceeded when the destoner and other associated equipment
have been installed and operated properly. The destoner requires a firm foundation, an
adequate clean air source and uniform feed rate.
Table 4.1: Technical Specification of Destoner

Model
Capacity Power in HP Dimensions
Length - 1300 mm
Width - 960 mm
2 HP
D-2 Height - 2000 mm
2 TPH 3 HP
D-1.5 Deck size
(With dust collection)
870 x 740 mm

4.3 MAHAVIR G-SERIES GRAVITY SEPARATOR


Mahavir Gravity Separator is used to separate any of dry particles similar in size &
shape, but having different in specific weight. Gives best result in gradation of seed as
well as grains.
4.3.1 WORKING PRINCIPLE
It works on principle of Gravity (weight) difference in the particles. For efficient
density separation of different variety of seed or grain, proper adjustment of deck
inclination (longitudinal & transverse), deck oscillation speed & setting of air of multi
fan is necessary. The above adjustment can be done very easily while machine is in
running condition.
4.3.2 DUST CONTROL
Certain seed/ grains contain dust; chaff & other light impurities which creates
pollution in atmosphere. To control this air pollution, system can be provided with an
optional arrangement based on customer requirement.
Features:
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• Blower of aerodynamic design gives very high efficiency and avoids noise.
• Sturdy & compact design.
• Easy airflow adjustment.
• Filters provided to avoid entry of dust in blowers.
• Rectangular deck ensures excellent separation.
• Multi fan arrangement ensures exact airflow requirement in different deck areas.
Table 4.2 Technical Specification of Gravity Separator

No. of Dimension in mm
Model Capacity Power
Fan
MG-1 3 Fans 1 TPH 5.0 HP
MG-2 5 Fans 2 TPH 7.5 HP 2200 x 1150 x 650
MG-4 7 Fans 4 TPH 10.0 HP

4.4 MAHAVIR A-SERIES AIR CLASSIFIER


This machine is the effective solution for separating light seed / grain, dust, impurities
from good quality grain/ seed.
4.4.1 WORKING PRINCIPLE
The seed/grain is initially fed to feeding hopper, through feeding hopper grains are
pneumatically conveyed to top classifying feed chamber. The grains are conveyed
through rectangular conveying duct. Stones, chaff dust are separated out from grains
& are collected in top feed chamber. From top feed chamber, grains are fed to
classifying duct where high velocity air stream separates light grains, light impurities
from good quality grain. Separate chute is provided for collecting good quality grain,
light grains, dust & chaff.
Special Features:
• Grading of grain is done by high velocity air stream.
• Removes dust, light impurities, trash from grain.
• Low quality immature grain and broken grains are separated from good quality
grain.
• Self-pneumatic feeding, hence no need of bucket elevator.
• Glass panel is provided to observe process of separation and for accurate
adjustment.
26

• No screen, deck or any moving part, hence maintenance free.


27

Table 4.3 Technical Specification of Air Classifier


Model Electrical Power Capacity
MEPL 4 7.5 HP 4 TPH
MEPL 2 5.0 HP 2 TPH
MEPL 1 3.0 HP 1 TPH

4.5 MAHAVIR W - SERIES WEIGHER


Special Features:
• Electronic Setting Facility.
• Load Cell based
• Accuracy 0.1%
• Range 20-100 Kgs.
• Capacity - 60 Bags of 100 Kgs. per hour.
• Facility of Conveyor.
• Facility of stitching of gunny bag.
• Structure - Powder coating, hence long life.
• Easy clamping & decamping of Gunny bag.
• Storage bin capacity - 750 Kgs.
• Only one Operator requires operating the machine.
• Pneumatically operated feed gate system.

Table 4.4: Technical Specification Series Weigher


Model Capacity Power Reqd. Dimension (Mtr.)

WS –100 20-100 Kgs. 2 HP (Conveyor) 3 x 1 x 2.5


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5. MODELING AND SIMULATION OF INDUSTRIAL


PROCESSES IN VIRTUAL ENVIROMENT
5.1 SOLID MODELING AND ASSEMBLY WITH Pro/ENGINEER
Pro/E was chosen as modeling software for the simple reason that it is
parametric modeling software so the changes in the part as well as assembly can be
made easily whenever required. The design department of Mahavir Electromechanical
Works Pvt. Ltd keeps on modifying the machines based on customer complaints and
market research data. Every new machine fabricated in Mahavir Electromechanical
Works Pvt. Ltd is slightly modified than the previous machine. The modification and
improvement is a continuous process in Mahavir electromechanical works Pvt. Ltd.
First the modification is done on the production drawings created in AutoCAD, and
then they are handed over to people on the shop floor for fabrication. As the company
uses 2D production drawings, manufacturing people many times do not completely
get the idea of the design engineer. Even if they get the idea then they find it difficult
to relate the modified part with the assembly. It is better to communicate such design
changes by 3D models of machines because they are very close to actual machines.
3D models crated in AutoCAD can also serve the purpose but modifying the
individual parts in AutoCAD assembly is quite difficult in other words, we can say
that 3D assembly created AutoCAD is rigid and cannot accommodate design changes
easily. In view of the above situation, it was decided to create 3D models of the
machines using parametric modeling software such as Pro/E. The bi-directional
associative nature of Pro/ENGINEER is the second reason for choice of this software.
There is a bi-directional associativity between all modes of Pro/ENGINEER. The bi-
directional associative nature of a software package is defined as its ability to ensure
that if any modification is made in a particular model in one mode, the modification is
reflected in the same mode as well as in other modes also. For example, if you make
any change in a model in the part mode and generate it, the changes will be
highlighted in the assembly mode also. Similarly, if you make any change in a part in
the assembly mode, after regeneration, the change will be highlighted in the Part
mode also. This bi-directional associativity also correlates the two-dimensional (2D)
drawing view generated in the Drawing mode and the solid model created in the Part
mode of Pro/ENGINEER. This means that if you modify the dimensions of the 2D
29

drawing view in the Drawing mode, the change will be automatically reflected in the
solid model and also in the assembly after regeneration. Likewise, if you modify the
solid model in the Drawing mode. Thus, bi-directional associativity means that if
modification is made to any one application, it change the output of all the other
modes related to the model. This nature relates the various modes available in
Pro/ENGINEER.

Fig. 5.1 Drawing Views Of the Model before Modification


Figure shows the drawing views of the part shown in fig. 5.1 generated
in the drawing mode. The view show that the part consists of a counter bore hole at
the center and six counter bore holes around it.

Fig. 5.2 Drawing Views of the Model after Modification


Now, when the part is modified in the part mode, the modification is automatically
reflected in the Drawing mode, as shown in fig 5.2. The views in this figure show that
30

the entire outer counter bore holes are converted into the drilled holes and the number
of holes is increased from six to eight.

Fig 5.3 Diameter Of The Hole And Bolt


Figure 5.3 shows the crosshead assembly. It is clear from the assembly
that the diameter of the hole is more than what is required (shown using dotted lines).
In an ideal case, the diameter of the hole should be equal to the diameter of the bolt.

Fig 5.4 Figure after Modifying the Diameter of the Hole


The diameter of the hole can be easily changed by opening the file in
the Part mode and making the necessary modifications in the part. This modification
is reflected in the assembly shown in figure 5.4. This is due to the bi-directional
31

associative nature of Pro/ENGINEER. Similarly, if you change the dimension of the


model in the Drawing mode, the modifications will be automatically reflected in the
Part mode. This shows that all the modes are related to each other. Thus, it becomes
very easy to modify your model at any time. This makes the application software
more users friendly.
The second important reason for using Pro/Engineer is that assemblies
and parts created in Pro/E can be converted into AutoCAD format but reverse of this
is not possible. So creating the assemblies and parts in Pro/E serves the dual purpose.
5.2 SEQUENTIAL ORDER FOR CREATING FINAL VRML
OUTPUT.
Following is the methodology adopted for creating final VRML output.
5.2.1 PART MODELING: Individual parts of the machines were created in part
mode with the actual dimensions. The scale of the individual parts while modeling
was taken as 1:1 and units were inches but units of parts are not important as any part
can be converted in any units in Pro/E i.e. the part modeled in inches can be converted
to millimeters. The unit conversion option provides two options to the user, one
option is called same size i.e. one inch will be converted into its respective size in
millimeters the meaning is that 1 inch part will have the new size of 20.54 millimeters
after conversion. The same number option converts the dimension, as 1 inch equals
to 1 millimeter. The conversion process is very fast and simple; therefore units do
not carry any meaning in Pro/E and can be decided at the time of manufacturing.
5.2.2 SIMULATION: The assemblies created in Pro/E were exported to 3DS max
studio for process and mechanism simulation. The mechanism can be given motion in
Pro/E as well but in this case it was not only the mechanism which was required to be
shown in motion but the process simulation was also important i.e. the grains in the
process were required to be shown in motion. These constraints forced to choose 3DS
max studio as simulation software. 3DS max studio has the facility called particle
system, which enables the user to show the behavior of particles such as grains in
motion.
5.2.3 PRESENTATION IN VRML: The simulation created in 3DS max studio was
exported in VRML format for final presentation. VRML enables you to view the
simulation interactively i.e. user can take walk around the machine, go inside the
32

machine to see its mechanism in working, view it from different angles etc. the
experience is same as viewing the machines in real world. The VRML is shareware
software available on Internet. The user can download it from Internet, after
installation it gets plug in with Internet explorer.
5.3 ORGANIZATION OF CD-ROM

CD- ROM drives have become integral part of every PC. As the thesis
work was based on software, it was decided to organize all the work on CD-ROM.
The high storage capacity of the CD-ROM enables to store huge amount of data on it.
The following article explains how the thesis work is organized on
CD-ROM .The CD is auto run i.e. as soon as you will insert the CD into drive, it will
automatically start to show you the front page.

5.3.1 THESIS REPORT IN PDF FORMAT: This link enables to view the complete
thesis report in Portable data format (PDF). Title wise classification is available for
quick reference. If your PC is not having the Acrobat reader installed on it then you
require installation of acrobat reader on your PC to view the pages in PDF format.
5.3.2 SYNOPSIS: This link enables you to view synopsis of the thesis work. The
link is located below the link thesis report on left hand side.
5.3.3 VRML PLUG IN: This link is below the synopsis link on left hand side. The
machine models in VRML format can be viewed with VRML plug in. VRML plug in
is shareware software available on Internet. The setups of most popular VRML plug
in such as CORTVRML or COSMOPLAYER are available on the CD-ROM so that
you can quickly install the VRML plug in on your PC to see the machine models
without any trouble. The purpose of providing setup of VRML software is to save the
valuable time of user to connect to the internet and download the software.
5.3.4 ACROBAT READER: Acrobat Reader is software, which enables you to
view the pages in PDF format. The thesis report on the CD-ROM is available in PDF
format. If your PC is not having the acrobat reader installed on it then you can install
the software from this link. This link contains the compressed setup file required for
installation of acrobat reader.
33

5.3.5 LINKS TO IMPORTANT SITES: This links connects you to the various sites
on World Wide Web containing the information of agro machines and software used
in this thesis work.
5.3.6 AGRO MACHINES IN Pro/E WILDFIRE FORMAT: This link is located
at the top on right hand side. The link contains part and assembly files of the Agro
Machine models created in Pro/E wildfire. If your PC have Pro/E installed on it then
you can view the parts and assemblies created in Pro/E. the part files have *.prt
extensions whereas assembly files have *.asm extensions.
5.3.7 AGRO MACHINES IN 3DS MAX STUDIO FORMAT: This link contains
the simulation files of agro machines created in 3DS max studio. These files can be
opened in 3DS max studio software. As all the files are created in 3DS max studio
version 6, user is advised to use version 6 or later to view the files. The version 6 of
3DS max studio or later can be loaded on windows XP operating system.
5.3.8 AGRO MACHINES IN VRML FORMAT:
Agro machine files created in VRML format are linked to this link.
You can view these files in Internet explorer having VRML plug in installed in it.
5.3.9 AGRO MACHINES IN AVI FORMAT: this link will take you to agro
machines stored in AVI format. AVI is a format, which enables you to see the video on
computer. You can open these files in any video viewing software like Window media
player, jet player or nay other suitable player, which is installed on your PC to view
video file formats.
5.3.10 POWER POINT PRESENTATION:
This link contains the power point presentation related with this thesis
work.
34

6. APPLICATIONS, ADVANTAGES, LIMITATIONS AND


FUTURE SCOPE
6.1 PROBLEMS REPORTED BY MARKETING DEPARTMENT
OF MAHAVIR ELECTROMECHANICAL WORKS, AKOLA
Marketing people reported following problems.
1) Considering the complexity and size of machine, the transportation of the
machines is costly to give live demonstration at customer site.
2) Considerable amount of grain is needed for demonstration (trial run).
3) Three-phase power supply is needed to run such heavy machines.
4) Firm foundation is required for trail run.
5) All the technicians associated with the machines are required to remain
present at the time of trail run.
6) All the accessories and spares should be available for demonstration. As the
machines are manufactured on job order basis, there is less possibility that all
the spares will get available.

6.2 VIRTUAL 3D MODELS OF THE MACHINES (SOLUTION


TO ABOVE PROBLEM)
By carefully analyzing the problems reported by marketing people, it
was felt that virtual 3d working models would be very useful to tackle the above
problem.
6.2.1 FOLLOWING ARE THE BENEFITS OF 3D WORKING MODELS.
1. 3d working models are as real as actual machines. They give the same feeling
as that of actual machine.
2. They are very informative in case of explaining complex mechanisms and
processes as in our case.
3. The virtual models created are interactive. Customer can see the working
machine models interactively i.e. they can walk around the machine, go inside
the machine, and view it from various angels. The phenomenon is very similar
to playing games on computer.
35

6.2.2 METHODOLOGY ADOPTED TO TACKLE THE PROBLEM:


Keeping in view all the aspects of problem, it was decided that the 3d
models of the machines must be created. Pro/E was chosen as modeling software for
this purpose. All the parts of machines were modeled in part mode of Pro/E and then
they were assembled in assembly mode of pro/e. Choosing pro/e, as modeling
software was beneficial in following aspects.
1. As the design department keeps on modifying the Agro machines as per
customer requirements, frequent modifications are allowed by Pro/E being a
parametric modeling package.
2. Due to bi-directional associative nature of Pro/E, parts modified in part mode
get automatically updated in assembly mode. This process is quiet easy as
compared to modifying the parts in assembly created in AutoCAD.
6.2.3 SIMULATION OF MECHANISMS AND PROCESS IN 3DS MAX
STUDIO
The simulation of mechanism can be done in Pro/E as well but in this
case, it was needed to simulate the grains also to show the simulation of process. All
the assemblies were exported in 3ds max studio format and then they were simulated.

6.3 USE OF VRML (VIRTUAL REALITY MODELING


LANGUAGE) FOR PRESENTATION:
VRML was chosen as presentation software as VRML is shareware
software. Any user can download the plug in from Internet. The VRML format also
enables to upload the models on web when required. In the future, it is proposed that
all the models will be uploaded on web, which will eliminate the need to carry the CD
along with marketing person. Any customer having the access to Internet can
download the working models from Internet and view them on his own.
6.4 ADVANTAGES OF SIMULATIONS
Simulation offers following advantages
 The first biggest advantage of the computer simulation reported by marketing
department was that they have saved cost of trail run of the agro machines. In the
absence of the computer simulation, the cost of repeated trail run would have been
definitely more.
36

 Simulation helped in debugging. This was the opinion of the design department at
Mahavir electromechanical works. The real value of simulation proved to be the
ability to identify and fix design flaws.
 A simulation proved to be useful for analysis. Computer simulation gave clues
and alternative strategies to designer and maintenance engineer.
 Simulation was found to be useful for training. If accurate simulations are created
and numbers of runs are taken then it was observed that the operators learned
which areas of the process require special attention. Simulated training can play a
key role in making training meaningful, interesting, and timely.
Besides this simulations can be helpful in
1. Avoiding injuries or deaths.
2. Avoiding loss of production.
3. Avoiding damaged equipment (cost to repair with spare or new parts plus
downtime).
4. Avoiding Startup and restart costs.
5. Avoiding wasted feedstock costs.
6. Avoiding wasted energy costs (grains, electricity, etc.)
6.5 APPLICATIONS OF SIMULATION
Simulation finds application in following areas
1. Marketing of the agro machines in absence of actual product.
2. Training for technicians and customers.
3. Display of products in trade fares and exhibitions. Simulation will be
supporting element to the actual product.
6.6 FUTURE SCOPE
At present, all the machines presented in virtual reality do not have any
control panel. The simulation runs on its own and user have hardly any control over
the start and stop of the simulation. Once started, simulations keeps on running and
user can not see the intermediate stage. In future, the models can be equipped with
control panel so that they can be more realistic and close to the actual machines. Most
of these machines employ air for several purposes such as separation, suction,
conveying etc. At present the flow of air is not simulated as we can not see the flow of
air unless it contains the dust or smoke. The flow of air can be simulated in the future.
37

The whole thesis is organized on CD –ROM, which is supposed to be carried


whenever it is required to run the simulation. In the future, if the company have any
plan to develop the web site (which is essentially required in these days to promote
the product), then the models can be uploaded on company’s website. This will
eliminate the need of carrying the CD and the products can be viewed in virtual
environment at any time from the PC having internet connection facility. The beauty
of the VRML is that it do not requires any specific softwares except a small plug in
(like VRML viewer or Cosmo player) which can be downloaded from the internet
within few minutes.
38

7. DISCUSSION AND CONCLUSION


Visualization in many scientific fields (e.g. engineering, biochemistry,
physics, and astronomy) has been greatly aided by computer graphics. Once translated
into visual images, even very complex data can be easily interpreted. In addition to
illustrating data, computer graphics can also be used to design experiments and
analyze probabilities in advance to narrow the range of variables to be tested.
Computer – aided design is used extensively in the automotive, aeronautic, electronic,
and textile industries. Computer graphics can be used to aid the imagination in all
types of design, from choreography to architecture. Because simulation is generally so
much cheaper than staging a performance of an entire dance troupe, for example,
and so easily edited, CG allows more experimentation in the design phase. Instead of
being forced to commit to a certain path fairly early on, a designer can take all manner
of permutations of an idea to their logical completion before making a decision (or
presenting options to decision –makers). The software handles the computations,
freeing the designer to focus on comparing the results of different routes rather than
on figuring out the results.
The caveat to this is that a 3D simulation of an experiment is only as
good as the premises on which it is based. It is easy to be convinced by a visual
simulation, because vision involves its own mental processes separate from our
analytical minds. When using 3D to simulate a test that would be expensive in the real
world, bear in mind that the assumptions of the simulations need to be carefully
analyzed before you commit to a course of action.
The above project was carried out keeping in view the need and
difficulty of marketing department of the company. As Pro/E was chosen as modeling
software there are much more possible uses of 3d assemblies created in Pro/E. Pro/E
can be used to create tool path generation for manufacturing of part. The rapid
prototype of parts as well as assemblies can be created by exporting the assemblies in
Pro/E to *.stl format (*.stl format is used in rapid prototype process). The parts
created in Pro/E can be optimized as well as analysis can be carried out on them.
Automated inspection devices can be coupled with Pro/E to have automatic inspection
but this can be applicable where mass production is required. Besides marketing, the
moving 3d models of machines are useful in educating the farmers or workers
39

regarding the operation of machines. The moving 3d virtual models will be also useful
to the company to display their products in trade fairs or exhibitions of agro machines.
40

8. LITERATURE CITED
1. David S. Kelley; Pro/Engineer instructor, Tata McGraw- Hill Publishing
Company Limited, 2001.
2. Chris Marrin, Bruce Campbell; Teach Yourself VRML 2 in 21 days,
Techmedia, New Delhi –2,1997
3. Prof. Shyam Tickoo, Pro/ENGINEER Wildfire for Engineers & Designers,
Dreamtech press, New Delhi-2, 2004
4. Cat Woods, Alexander Bicalho, Chris Murray; Mastering 3ds max 4;BPB
publication, 2002
41

APPENDIX-I
IMPORTANT TERMS AND DEFINITIONS
Some important terms that will be used while working with Pro/ENGINEER
Entity: An element of section geometry is called an entity. The entity can be arc, line,
circle, point, conic, coordinate system and so on. When entity is divided at a point
then the total number of entities is said to be two.
Dimension: It is the measurement of one or more entities.
Constraint: Constraints are logical operations that are performed on the selected
geometry to make it more accurate in defining its position and size with respect to
other geometry.
Parameter: It is defined as a numeric value or any definition that defines a feature.
For example, all the dimensions in a sketch are parameters. The parameters can be
modified at any time.
Relation: A relation in an equation that relates two entities.
Weak dimension and weak constraints: Weak dimension and weak constraints are
temporary dimensions or constraints that appear in gray color. These are automatically
applied to sketch when it is drawn using the Intent Manager. They are removed from
the sketch without any confirmation from the user. The weak dimension or the weak
constraints should be changed to strong dimension or constraints if they seem to be
useful for the sketch. This only saves an extra step of dimensioning the sketch or
applying constraints to the sketch.
Strong dimensions and strong constraints: Strong dimensions and strong
constraints appear in yellow color. These dimensions and constraints are neither
removed automatically nor applied automatically. All the dimensions added manually
to a sketch are strong dimension.
42

APPENDIX-II
TROUBLESHOOTING

1) CD not play
Remedy: Clean the lens of your CD Rom, writer or DVD Rom with the help
of lens cleaner CD.
2) You cannot hear Sound or Music.
Remedy: Check that your sound card is properly installed. Check whether the
speaker is powered on and adjusted to audio able level.
3) Unable to see VRML Models
Remedy: Install VRML plug in provided on the CD. Restart your computer
and then try again.
4) Unable to see the complete page of multimedia
Remedy: Your text size may not be adjusted properly to display the whole
page. Go to view menu, View >> Text size >> Smallest.
5) Cannot browse the content of CD properly
Remedy: Update your internet explorer to at least version 6 or more
6) Unable to view a *.avi files
Remedy: Install window media player or any other suitable media player (mp3
or Jet player) to view AVI files.
7) Cannot view *.max files
Remedy: Install 3DS Max 6 software or above.
8) Unable to view *.prt or *.asm files
Remedy: Install Pro / E 2001 of Pro / E Wildfire
Remember that the above version of Pro/E can be installed in Windows XP or later.
43

APPENDIX-III
FILE FORMATS AND RESPECTIVE APPLICATION SOFTWARE
*.prt:- This is the pro/Engineer file format used in Pro/E part mode. Files with *.prt
extension can be opened with Pro/Engineer.
*.asm:- This file formats stores the assembly of components in Pro/ENGINEER
assembly mode. Files with *.asm extensions can be opened in Pro/ENGINEER.
*.avi: This file format contain the video created from 3Ds max studio as a video
output of *.max file. You can watch the video files with window media player or any
suitable software, which is used for watching the video such as jet player or winamp.
*.wrl: This file contains the simulation in VRML environment. You can open files
with *.wrl extension in Internet explorer. Ensure that you have already installed any
one of the VRML plug in provided on the CD-ROM of this thesis or you can
download it from Internet, as it is shareware software.
*.max: This file format contains simulation created in 3DS max studio software. You
can open files with extension in 3DS max studio software.

APPENDIX -IV
44

CORTONA VRML CLIENT USER'S GUIDE


The following sections contain the description of the Cortona VRML Client main
controls:
THE CORTONA VRML CLIENT WINDOW
With Cortona VRML Client you can see and explore 3D worlds.
Cortona VRML Client will start automatically when you open a file containing
VRML world. There are two parts of the Cortona VRML Client window:

1. Toolbars:
o The vertical toolbar, which contains buttons used to specify navigation
type in a world.
o The horizontal toolbar, which contains buttons with predefined actions
to change your position in a world.
2. The 3D window, which shows VRML world.

There is also pop-up menu, which you access by pressing the right
mouse button while the pointer is over toolbars or 3D window.
Some worlds do not allow you navigating in a world, so toolbars may be invisible.
NAVIGATING IN CORTONA VRML CLIENT
Moving through a 3D space is similar to moving a camera. Think of a
video camera that captures images in the real world and converts them into electronic
signals for viewing on a screen; it has a position and orientation, and these are
independent attributes. Your movements in the world continually position and orient
that camera. Use the camera controls on the vertical toolbar to move the camera
through the 3D Space. This concept assumes that there is a real person viewing and
interacting with the VRML world. Nevertheless, the VRML author may place any
number of viewpoints (or cameras) in the world - interesting places from which the
user might wish to view the world. Only one viewpoint may be active at a time. This
section describes the mechanisms that Cortona VRML Client provides for navigating
in a three-dimensional space.
Using Viewpoints
A viewpoint describes a position and orientation for viewing the scene.
The VRML author will probably want to guide the user to the best vantage points for
45

viewing it. Not all worlds contain viewpoints, but when they do, you can use them.
To activate a viewpoint, do one of the following:

• Click the VIEW in the horizontal toolbar or choose


viewpoints from the pop-up menu, and then select a viewpoint from the list of
the predefined viewpoints.
• Click the arrow buttons to move to the next or previous viewpoint. You can
also press Page Down or Page Down keyboard button.

Note:
If there are no predefined viewpoints in a world, the Empty message appears.
Moving around: Walk, Fly, and Study
There are three main navigation modes that Cortona VRML Client
offers: WALK, FLY, and EXAMINE. You can switch the navigation mode by clicking
buttons on the vertical toolbar (click STUDY to enter EXAMINE mode). Each
navigation mode may have several options: PLAN, PAN, TURN, and ROLL. The
combination of navigation mode and its option determines the possible camera motion
and its orientation. Please note that the VRML author has an opportunity to specify
which navigation paradigm should be used in the scene by default. Some worlds don't
allow the user to use navigation controls, but they may provide on-screen cues to
navigation.

You can navigate with the mouse, the keyboard, or both mouse and keyboard. To
move around a 3D world using the mouse:

1. Choose a navigation mode.


2. Position the pointer anywhere in the 3D window and press the left mouse
button.
3. Move the mouse while holding down its left button. The direction in which
you drag the mouse determines the camera motion.
4. Release the left mouse button to stop moving.

Note: The distance that you drag the mouse determines the speed with which the
46

camera moves. If you stop moving the mouse, the camera will continue moving until
you release the mouse button. To accelerate the camera's movement or rotation, press
SHIFT, CTRL or SHIFT+CTRL.

and
Use WALK+PLAN to move in a horizontal plane.

Forward - move closer

Backward - move further

Right - turn to the right

Left - turn to the left

Note: Move the mouse forward or backward while holding down the Space key to
turn upward, downward.
Move the mouse left or right while holding down the ALT key to move left or right.

and
Use WALK+PAN to move left or right in a horizontal plane.

Forward - move closer

Backward - move further


47

Right - move right

Left - move left

Note: When you move the camera right or left, the world will appear to move in the
opposite direction.

and
Use WALK+TURN to change the angle of the camera in a world.

Forward - turn upward

Backward - turn downward

Right - turn to the right

Left - turn to the left

and
Use FLY+PLAN to move left or right.

Forward - move the camera forward towards its longitudinal axis

Backward - move the camera backward

Right - turn the camera to the right around its vertical axis
48

Left - turn the camera to the left around its vertical axis

Note: The camera's vertical axis may be inclined in a 3D Space.


Move the mouse while holding down the ALT key to switch FLY+PAN.
Move the mouse while holding down the Space key to switch FLY+TURN.
Move the mouse while holding down the ALT+Space keys to switch FLY+ROLL.

and
Use FLY+PAN to move up, down, left, or right within a single vertical plane.

Forward - move up

Backward - move down

Right - move right

Left - move left

Note: When you move the camera, the world will appear to move in the opposite
direction.

and
Use FLY+TURN to turn the camera.

Forward - turn the camera upward around its horizontal axis


49

Backward - turn the camera downward around its horizontal axis

Right - turn the camera to the right around its vertical axis

Left - turn the camera to the left around its vertical axis

and
Use FLY+ROLL to incline the camera.

Right - incline to the left

Left - incline to the right

and
Use STUDY+PLAN to examine an object from various angles.

Forward - move the camera forward

Backward - move the camera backward

Right, Left - move the camera around the central point which is defined by
the center of bounding box of the geometry in the 3D scene.

and
Use STUDY+TURN to examine an object from various angles.
50

Forward, Backward, Right, and Left - move the camera around


the central point which is defined by the center of bounding box of the geometry in
the 3D scene.

Note: Move the mouse while holding down the ALT key to switch STUDY+PAN.
Move the mouse while holding down the Space key to switch STUDY+PLAN.
Move the mouse while holding down the ALT+Space keys to switch STUDY+ROLL.

and
Use STUDY+ROLL to incline the camera around the central point which is defined
by the center of bounding box of the geometry in the 3D scene.

Right - incline to the left

Left - incline to the right

Note: The VRML author can choose the rotation center in the EXAMINE navigation
mode. By default, when in EXAMINE mode, Cortona VRML Client sets the center of
rotation in the center of the bounding box of the scene geometry. But it is possible to
change this center by specifying three additional values in the avatar Size field of the
Navigation Info node. According to the VRML specification, the first three values are
the avatar dimensions, while additional values may be used for browser-specific
purposes. In Cortona VRML Client the fourth, fifth and sixth values specify the center
of scene rotation in the world coordinates X, Y and Z.
51

Use GOTO to move close to object in a world. Select GOTO in the toolbar and then
click on an object in the world. You'll move directly to it.
Restore, Fit, and Align
Cortona VRML Client provides three mechanisms that can help to re-orient a camera
if you have lost your way in a world. Unlike the navigation tools, these buttons invoke
predefined actions that take place as you click on them.

Use RESTORE to automatically return to the loaded world's original active


viewpoint.

Use FIT to make the scene view fully visible in the Cortona VRML Client 3D
window.

Use ALIGN to position the camera's horizontal and longitudinal axes parallel to the
scene horizontal plane.

Using Keyboard for Navigating


You can control the camera using keyboard commands. The
functionality for buttons corresponds to the movement of your mouse and depends on
the navigation type, its option, and the specified skin. Please note that the following
description of keyboard commands is presented for the FLY+PLAN navigation and
the Default skin.

• Arrow Up - move closer.


• Arrow Down - move further away.
• Arrow Right - turn to the right.
• Arrow Left - turn to the left.
52

• Arrow Up on the numeric keypad - move closer.


• Arrow Down on the numeric keypad - move further.
• Arrow Right on the numeric keypad - move to the right. If the STUDY mode -
move the camera around the center of rotation.
• Arrow Left on the numeric keypad - move to the left. If the STUDY mode -
move the camera around the center of rotation.
• 7 on the numeric keypad - turn the camera downward around its horizontal
axis.
• 9 on the numeric keypad - turn the camera upward around its horizontal axis.
• 1 on the numeric keypad - incline to the right. Note: It is not available in
WALK mode.
• 3 on the numeric keypad - incline to the left. Note: It is not available in WALK
mode.
• Gray Plus - move up in the case of FLY mode.
• Gray Minus - move down in the case of FLY mode.
• 1 on the alphanumeric keyboard - incline to the right. Note: It is not available
in WALK mode.
• 2 on the alphanumeric keyboard - incline to the left. Note: It is not available in
WALK mode.
• 3 on the alphanumeric keyboard - turn downward. If the STUDY mode - move
the camera around the center of rotation.
• 4 on the alphanumeric keyboard - turn upward. If the STUDY mode - move
the camera around the center of rotation.
• Page Down - next viewpoint.
• Page Up - previous viewpoint.
• Pause - Enables or disables Cylinder Sensor, Plane Sensor, Sphere Sensor, and
Touch Sensor in Cortona VRML Client.

To accelerate the camera's movement or rotation: Press SHIFT, CTRL or


SHIFT+CTRL and one of the above keys simultaneously.

The ALT and SPACE keys allow the user to quickly change the navigation option to
PAN and TURN accordingly in the FLY navigation mode (to ROLL and PLAN in the
53

STUDY mode). The ALT and SPACE keys simultaneously pressed activate ROLL in
the FLY navigation mode or PAN in STUDY.

Setting Cortona VRML Client Options


The following options are supported from the pop-up menu of 3D window:

• Viewpoints. Activates a list of the predefined viewpoints.


• Headlight. Cortona VRML Client automatically includes a light for the
viewer in every world. The headlight always shines directly in front of the
camera. You can switch the headlight on and off.
• Navigation. You can select a navigation mode.
• Speed. Controls the rate at which a camera moves through a world.
• Full Screen. This hides most screen elements so that you can view the whole
scene. To close Full Screen, press ESC or F11.
• Hide/Show Toolbars. You can show or hide toolbars.
• Show/Hide Console. Shows or hides the VRML console containing errors or
warnings (for VRML developers).
• Preferences. Modifies settings for Cortona VRML Client such as screen
appearance, a render mode, and other options.
• Help. Lets you view the online Help system and general information about
Cortona VRML Client.

You can configure Cortona VRML Client options according to your preferences. To
change settings, choose Preferences from the right-button pop-up menu. The Parallel
Graphics Cortona Control dialog box is displayed:

General

• Loading. The Show progress check box determines whether the current state
of the loading process is shown. If the Wait for all resources is selected, the
scene will not be shown until all resources are loaded. If it is cleared, the
scene’s geometry will be shown immediately after the main wrl file loading.
54

• Appearance. You can change a background color of Cortona VRML Client


3D window: Click the Background color box at the General tab, click the
desired color from the palette, and then click OK. VRML authors can also
control a color that simulates ground and sky.
• Display frame rate. Allows you to display the frame rate on the status bar.
• Console mode. Shows or hides the VRML console containing errors or
warnings. The Console Mode attribute is set to Auto launch by default. This
shows the VRML console if errors or warnings occur.
• CPU load. Determines the degree of acceleration for Cortona VRML Client
render. This allows you to specify the processor usage in the range from 0
(minimum frame rate, maximum the processor idle time) to 100 (maximum
frame rate).

Scene
Scene location. Shows the currently opened VRML file and lists the files you
have recently opened. To quickly reopen one of these files, click it in the
Scene location list box and then click Apply. You can also open a document on
your computer hard disk or on a network drive that you have a connection to
by clicking the Browse button.

Renderer

Allows you to select a rendering mode. To draw the 3D image, Cortona VRML Client
provides two hardware renderers: OpenGL and DirectX. If your system has hardware
acceleration for either OpenGL or Direct3D (note: you must have DirectX 5 or greater
installed), choose the appropriate renderer. Using hardware renderers can introduce
limitations. Select a renderer to compare the performance and visual quality of
hardware versus software rendering and set your preferences accordingly.

Renderer options
55

• Dither colors if needed. Controls whether Cortona VRML Client dithers


while rendering. Dithering improves the quality of rendering, but may lower
performance.
• Motion blur effect. Apply a motion blur effect. This actually makes an image
seem a little blurred in motion.
• Wireframe rendering mode. The object appears to be outlined with wires
rather than solid.
• Anti-aliasing. The technique for smoothing out jaggies in showing curves on
computer monitor. There are two different modes: Idle-time and Real-time. If
the Idle-time option is on, it is applied only for static scene. Whereas selecting
Real-time initiates smoothing even in the viewer movement but results in
decreasing frame rate.
• Do not render textures. To turn the textures on or off.
• Limit textures size. All textures are optimized for speed.
• Optimize texture for quality. All textures are optimized for quality. Note that
if you select both Optimize texture for speed and quality, the renderer uses the
available resources to optimize speed and quality simultaneously.
• Use textures mip-mapping. When the scene contains acutely angled
polygons that disappear into the distance, mixes low- and high-resolution
versions of the same texture to reduce the jagged effect.
• Advanced alpha blending. Alpha blending is the name for the alpha channel
control, and it's used to simulate effects such as placing a piece of glass in
front of an object so that the object is completely visible behind the glass,
unviewable, or something in between. Advanced alpha blending turns a
particular rendering method on for better quality of translucent faces. The
processor should support MMX additional instructions.
• Extended Z-buffer. If the check box is selected, this sets the 32-bit Z-buffer
for the software renderer (R98). The default is 16-bit.
• Phong lighting model. A particular method for computing the apparent color
of a face at a particular point. It improves the quality of lighting, but lower
performance. Note that this option is available only for R98 Renderer in the
Intel Pentium III optimization mode.
56

• Realistic fog. A method for computing the color for every pixel in the frame
buffer to simulate fog. It improves the quality, but lower performance.
• Strict VRML97 compliance. When selected, Cortona VRML Client renders
VRML scene in accordance with the VRML97 Specification. If it is turned off
(the default), simplified lighting equations and rendering techniques, which
provide higher performance, are used.
• Optimization. Turns the optimization rendering mode on or off, if possible.
• Renderer version. This is accessible only for Direct3D renderers. Allows you
to select a Revanche DX5 rendering mode in the case you have DirectX 7 or a
later version installed.

Navigation

• Navigation mode. This allows you to select the navigation mode from a list of
available navigation paradigms.
• Travel speed. Sets the rate at which the viewer travels through a scene. The
following are the typical values for the rates, in metres per second:
Slowest=0.0625, Slower=0.25, Normal=1, Faster=4, Fastest=16. If the speed
field of the Navigation Info is specified in the VRML file, the corresponding
speed factors are multiplied.
• Animate viewpoint. Sets the Viewpoint transition rules that specify how
Cortona VRML Client interprets the transition from the old viewpoint to the
new one. Auto - defined by the jump field of the Viewpoint node of a new
location. Always - a jump with the transition effect. Never - instantaneous
transition.
• Collision detection. By default, Cortona VRML Client will allow you to pass
through objects in your path. To prevent from passing through objects, select
Always in the Collision detection box at the Navigation tab. Select Auto to use
the collision method specified by VRML author.
57

• Headlight on. Mark the check box to turn the headlight on.
• Show hidden viewpoint. This allows you to see all viewpoints of the scene in
the VIEW list including those that do not have a description (a Viewpoint's
description field is empty).

APPENDIX –5
TERMINOLOGY

CD: Compact disk


PC: Personal computer
*: Wildcard use in computers to search files.
Plug in: Small software, which will enhance the capabilities of the basic software.
Shareware software: Software having no proprietary. Free to use without paying cost
of the software.
PTC: Parametric Technology Corporation
Cosmo Player: Cosmo Player is one of the browsers used to view *.wrl files (VRML
files)
CORONTA VRML: It is another software/plug-in used to view *.wrl files.
58

APPENDIX –6
PHOTOGRAPHS OF MACHINES
59

Photograph1: Rendered View of Mahavir D-Series Destoner in


Virtual Environment
60

Photograph 2: Rendered View Of Mahavir G-Series Gravity


Separator In Virtual Environment
61

Photograph 3: Rendered View of Mahavir A-Series Air Classifier In


Virtual Environment
62

Photograph4: Rendered View Of Mahavir W - Series Weigher In


Virtual Environment
63

Photograph 5: Cyclone Separator Side of Mahavir A-Series Air


Classifier (Actual Machine)
64

Photograph 6: Exit Side of Mahavir G-Series Gravity Separator


(Actual Machine)
65

Photograph 7: Entry Side of Mahavir D-Series Destoner (Actual


Machine)
66

Photograph 8: Complete View of Mahavir G-Series Gravity


Separator (Actual Machine)
67

Photograph 9: Exit Side View of Mahavir D-Series Destoner (Actual


Machine at Working)
68

Photograph 10: Exit Side View of Mahavir G-Series Gravity


Separator (Actual Machine at Working)

ACKNOWLEDGEMENT
I wish to place on record my deep sense of gratitude to my research
guide, Prof. D.S. Ingole, Asst. Professor, Department of production engineering,
college of engineering, Badnera for his constant encouragement, keen interest and
valuable advice during the tenure of this work. I am greatly benefited from his
guidance and the freedom he allowed me to pursue the work. This work would not
have been seen the light of the day without his help.
I owe my sincere thanks to Prof. S.G. Patil, H.O.D; Dept. of
Production Engineering and Prof. S.V. Bansod, course co-ordinator for his valuable
guidance and co-operation during my work.
It seemed a bit of tough task when I initiated my thesis but Prof. S.K.
Patil, Lecturer, college of engineering and technology, Akola & consultant in R&D
department of Mahavir Electromechanical Works Pvt. Ltd and Prof. A.M. Jain,
lecturer college of engineering & Technology, Akola & owner of Mahavir
electromechanical Works Pvt. Ltd. gave me the words of inspiration and I proceeded
and therefore I am very much indebted to him and take this opportunity to express my
sincere gratitude to him.
I am thankful to Dr. A.B. Marathe (principal), Prof. C.V. Deshmukh
(H.O.D.), Prof. S.C. Makwana, Asst. Professor and other staff members of
69

Production Engineering Department, C.O.E.&T; Akola who had directly and


indirectly helped me.
I am thankful to Mr. Anirudha Patokar for his untiring efforts in
compilation of CD-ROM, design of attractive CD cover and helping me in particle
system of 3DS max studio.
Finally, I thank my family members for their forbearance towards my
long period of absence from home in pursuit of my thesis work.

Dipak V. Shirbhate
M.E. (Final)
Dept. Of Production Engg;
Badnera

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