The treatment of plastic contact developed in this paper is based on three physical observations: that the total volume of metal is not changed by plastic deformation; that the mean indentation pressure is a well-defined material constant applicable to the whole range of likely asperity shapes; and that the displaced material reappears as a uniform rise in the non-contacting surface. An energy-balance argument is used to obtain dimensionless relations between the load, separation, and degree of contact, in terms of the height distribution of the surface. A fourth observation is then added: that the height distributions of many engineering surfaces are, to a good approximation, Gaussian. The relations are worked out in detail for this height distribution and compared with experimental observations. The treatment accurately predicts the behaviour up to extremely high loads; and accounts for the remarkable persistence of asperities on rough surfaces in plastic contact. The argument, and the main supporting experiments, were conceived in terms of the contact of a uniformly loaded nominally flat surface, but the extention to local indentations is quite straightforward. It is shown that for local indentations in homogeneous bodies the real area of contact is always one half of the nominal area. This unexpected result is in fact accurately confirmed by experiment. The treatment also discusses the effect of a hard or soft surface layer on the indented body, and again the predictions are supported by practical measurements.
We present a new post processing method of simulating depth of field based on accurate calculations of circles of confusion. Compared to previous work, our method derives actual scene depth information directly from the existing depth buffer, requires no specialized rendering passes, and allows easy integration into existing rendering applications. Our implementation uses an adaptive, two-pass filter, producing a high quality depth of field effect that can be executed entirely on the GPU, taking advantage of the parallelism of modern graphics cards and permitting real time performance when applied to large numbers of pixels.
Abstract. The distributed information technologies collectively known as Web services recently have demonstrated powerful capabilities for scalable interoperation of heterogeneous software across a wide variety of networked platforms. This approach supports a rapid integration cycle and shows promise for ultimately supporting automatic composability of services using discovery via registries. This paper presents a rationale for extending Web services to distributed simulation environments, including the High Level Architecture (HLA), together with a description and examples of the integration methodology used to develop significant prototype implementations. A logical next step is combining the power of Grid computing with Web services to facilitate rapid integration in a demanding computation and database access environment. This combination, which has been called Grid services, is an emerging research area with challenging problems to be faced in bringing Web services and Grid computing together effectively.
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