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The Model



In order to complete any finite element simulation, you need to go through a few steps as is described below.  I'll describe each step in the context of the roof truss simulation.


Problem Identification

The first step in performing any analysis is to identify the problem. This involves first understanding the scenerio that is to be simulated. In our case, this involved a few phone calls and a fax so that I could better understand the layout of the roof as well as what Dad wanted to know about it. Eventually, I got a good idea of the geometry of the roof truss and the surrounding support structures (a large I-beam at one end and the building's outer wall at the other). Click here for some computer generated pictures of the truss.

Simplifying The Problem By Making Assumptions

Next, I have to decide what I want to model. There are certain assumptions that are pretty safe to make when considering certain aspects of a problem, and when you allow yourself to commit to these assumptions, your resulting model can be considerably simplified. Usually, I'll run through the list of possible assumptions in my head and pick which ones are applicable to the problem at hand. It is usually necessary to make some of these assumptions in order to simplify a problem to a point that the resulting model is not too large to run on existing computers.

Brick Elements vs. Shell Elements

For instance, the upper flange and "top hat" sections of steel in the roof truss are constructed from bent plates of steel. There are two different ways that I could choose to model such a structure.

The first would be to generate a brick element mesh of the structure. Brick elements are like cubes; they have eight corners and six sides. One rule of thumb for modeling any "thin structure" with brick elements is that you need at least 3 brick elements stacked up in the "through-the-thickness" direction of the thin parts. If you have fewer than three, your answers will be inaccurate. Another thing to consider is that your aspect ratio or ratio of length to width or length to height etc. must not be exceedingly high or low; the more like a cube (which has equal length, width, and height dimensions, and, as a result, has aspect ratios of 1.0) the better. Keeping these two things in mind, a typical brick element mesh of an I-beam would be like the one in the figure below. Notice that there are 3 elements through the thickness of both flanges as well as the web, and the aspect ratios aren't too high or low.

Brick mesh

The second method is to generate a shell element mesh of the thin structure. Shell elements are like a piece of paper; they have four corners and 4 edges (sides) and a top and bottom. They are allowed to be twisted, stretched, and/or bent. If you are dealing with thin structures (like filled rubber balloons, propane tanks, fuselage skins of a DC-10, head of a spade shovel, I-beams, etc.) you are allowed to use shell elements. I just have to tell how thick each element is and what material it is made of, and the computer knows how it will behave. The figure below shows a shell mesh version of the I-beam.

Shell mesh

The obvious advantage to using the shell element version is that the computer only has to deal with a small fraction of the number of elements you'd need in the brick element version (there are more than twenty times as many elements in the above brick element version than there are in the shell element version. This means the shell element version of the problem will solve much faster and will not require nearly as much RAM to store all of the information while it's solving things.


Beam Elements vs. Shell or Brick Elements

Another similar assumption to be made is to use "beam elements". Beam elements look like a line segment; they have two endpoints. They are often employed to model long, slender structures like ropes, cables, or long, thin beams. You could model such structures with brick elements, but considering the rules of thumb for aspect ratio and number of brick elements through the thickness of the beam, you would need hundreds or even thousands of times as many brick elements as you would beam elements.

For instance, if we were to model a really long version of the I-beam above, we could do it with beam elements, and you would only need one beam element (or less) to represent the length of the beam shown in the above figures. Considering that the brick element version above has 10,578 brick elements in it and the shell element version has 512 shell elements, and an equivalent beam mesh would only require one (or less) for the length of beam shown, you can see why we would want to use beam elements when appropriate. You just have to describe the cross section and what material the beam is made out of, and the computer knows how it behaves when you bend, stretch, or twist the beam element.


Problem Symmetry

Another common assumption deals with problems that have some symmetries. If you have to model a structure like a bridge and everything along the first half of the span of the bridge is a mirror image of everything along the second half of the span of the bridge, you may be able to get away with only modeling half of the bridge. You have to be careful, though. For example, if you want to simulate the response of this bridge to a single car driving across it, the forces applied to the bridge when the car is at one end of the bridge aren't symmetric and shouldn't be symmetrically applied at the mirror image of the car's location on the other end of the span. In this case, you'd have to bite the bullet and model the whole bridge. However, if you were just interested in how the bridge sagged under its own weight or when it is full of bumper-to-bumper, backed-up traffic, both the forces of gravity and the shape of the bridge would probably be nearly symmetric and you would only have to model half of the bridge.

Boundary Conditions

The final decisions that must be made is how to represent the boundary conditions of the model.

Boundary conditions are used to "fool" the structure into thinking it is connected with the rest of the world, and, therefore, the structure will act accordingly. Boundary conditions get their name from the fact that a structure is inevitably connected to the rest of the world along its boundaries. The only part of a problem you need to model is the part whose response you can't predict. If you want to design a small bridge (say, a foot bridge), you can pretty much guarantee that the earth that supports the ends of the bridge isn't going to bend or "give" much no matter what scenerio the bridge is to experience. Therefore, you can just model the bridge (and thankfully, skip modelling the planet) and tell the ends of the bridge that they aren't allowed to move no matter what. Similarly, if you wanted to see how the bridge deforms when a person is standing in the middle of it, you can make the assumption that you can simply apply a force at the center of each footprint of the pedestrian that each equal half his weight. This would probably be sufficient; you don't have to model the pedestrian, himself.

With this in mind, it should make sense that there are two types of boundary conditions:

There are two types of loads: force loads and heat loads.

Force loads can be applied in the form of body loads (force per unit volume - like gravity), pressures (force per unit area - like what the sidewalk would feel when you step on it), line loads (force per unit length - like what a knife edge would experience as it cuts through butter), or point loads (force applied to a single point - like what a piece of paper would experience if you drew on it with a sharp pencil). These force loads are used to represent how a structure is being pushed or pulled on.

Heat loads have all the same flavors as force loads (i.e. heat per unit area, etc.), and this type of load would be used in simulations involving the conduction of heat through structures and/or the resulting expansion of the materials involved due to this heating.


The Roof Truss Assumptions:

With these things in mind, I decided upon the following scenerio for the roof truss simulation:
 
 

Making The Model

Now that I know what I'm going to construct, I just have to construct it. This step is commonly referred to as the pre-processing step. This first involves describing the shape of the structure within a CAD (computer aided design) program called I-DEAS Master Series. The resulting computer description is called a solid model. The figure below shows a solid model of the end of the truss.

CAD model of truss

Once the solid model has been described to the computer, a finite element (FE) mesh can be generated on top of the solid model. The end of the mesh for the truss is shown below.

Finite element mesh of truss

Once the mesh has been generated, you have to put boundary conditions on it. The last thing that needs to be done is to tell the computer how thick the shell elements are, what cross sections are to be used by the beam elements, and what materials all of the elements are supposed to be. The simulation can then be run. Here's another view of the finite element mesh. The program that I used makes the beams and shells appear to have thickness even though they really have none.

Another view of the truss mesh

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