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The Pennsylvania State University The Graduate School Graduate Program in Acoustics A WAVE SUPERPOSITION METHOD FORMULATED IN DIGITAL ACOUSTIC SPACE A Dissertation in Acoustics by Yong-Sin Hwang © 2009 Yong-Sin Hwang Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy May 2009
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The Pennsylvania State University

The Graduate School

Graduate Program in Acoustics

A WAVE SUPERPOSITION METHOD

FORMULATED IN DIGITAL ACOUSTIC SPACE

A Dissertation in

Acoustics

by

Yong-Sin Hwang

© 2009 Yong-Sin Hwang

Submitted in Partial Fulfillment of the Requirements

for the Degree of

Doctor of Philosophy

May 2009

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The dissertation of Yong-Sin Hwang was reviewed and approved* by the following:

Gary H. Koopmann Distinguished Professor of Mechanical Engineering Dissertation Co-Advisor Co-Chair of Committee

Victor W. Sparrow Professor of Acoustics Dissertation Co-Advisor Co-Chair of Committee

Martin W. Trethewey Professor of Mechanical Engineering

John B. Fahnline Assistant Professor of Acoustics Research Associate, Applied Research Laboratory

Anthony A. Atchley Professor of Acoustics Head of the Graduate Program in Acoustics

*Signatures are on file in the Graduate School

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ii

ABSTRACT

In this thesis, a new formulation of the Wave Superposition method is proposed

wherein the conventional mesh approach is replaced by a simple 3-D digital work space

that easily accommodates shape optimization for minimizing or maximizing radiation

efficiency. As sound quality is in demand in almost all product designs and also because

of fierce competition between product manufacturers, faster and accurate computational

method for shape optimization is always desired. Because the conventional Wave

Superposition method relies solely on mesh geometry, it cannot accommodate fast shape

changes in the design stage of a consumer product or machinery, where many iterations

of shape changes are required. Since the use of a mesh hinders easy shape changes, a new

approach for representing geometry is introduced by constructing a uniform lattice in a 3-

D digital work space. A voxel (a portmanteau, a new word made from combining the

sound and meaning, of the words, volumetric and pixel) is essentially a volume element

defined by the uniform lattice, and does not require separate connectivity information as a

mesh element does. In the presented method, geometry is represented with voxels that

can easily adapt to shape changes, therefore it is more suitable for shape optimization.

The new method was validated by computing radiated sound power of structures of

simple and complex geometries and complex mode shapes. It was shown that matching

volume velocity is a key component to an accurate analysis. A sensitivity study showed

that it required at least 6 elements per acoustic wavelength, and a complexity study

showed a minimal reduction in computational time.

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iii

TABLE OF CONTENTS

LIST OF FIGURES .....................................................................................................v

LIST OF TABLES.......................................................................................................vii

ACKNOWLEDGEMENTS.........................................................................................viii

Chapter 1 Introduction ................................................................................................1

1.1 Motivation.......................................................................................................1 1.2 Background.....................................................................................................5 1.3 Proposed work ................................................................................................7

Chapter 2 Meshfree Method and Voxelization...........................................................16

2.1 Introduction to the Meshfree Method .............................................................16 2.2 Representation of a solid in 3D space.............................................................18 2.3 Voxelization....................................................................................................20

Chapter 3 Method of Wave Superposition and Interior Points...................................29

3.1 Method of Wave Superposition .....................................................................29 3.2 Singularity in the Method of Wave Superposition and Self-Terms ...............33 3.3 Non-Uniqueness Problem...............................................................................36

Chapter 4 Digital Space Method.................................................................................39

4.1 Voxelization of Solid Surface.........................................................................39 4.2 Volume Velocity Approximation ...................................................................41

Chapter 5 Validation of the new method: Test Cases and Results .............................48

5.1 Voxelized Geometry From a Mesh Sphere ....................................................48 5.2 Voxelized Sphere From an Analytical Description ........................................55 5.3 Voxelized Cylindrical Tank, Cylinder With Two Hemi Spherical Caps .......59 5.4 Complexity Study ...........................................................................................67 5.5 Sensitivity Study.............................................................................................70

Chapter 6 Conclusions and Future Work....................................................................76

6.1 Conclusion ......................................................................................................76 6.2 Assessment of the Accuracy of the Digital Space Method.............................79 6.3 Future Work....................................................................................................80

Bibliography ................................................................................................................82

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Appendix A Sample Matlab code for the Digital Acoustic Space Method ...............85

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LIST OF FIGURES

Figure 1-1: Easy Adaptation of Shape Change............................................................4

Figure 1-2: Flowchart of processes in the conventional Wave Superposition method ..................................................................................................................10

Figure 1-3: Representation of line mesh in 2D digital space......................................12

Figure 1-4: Flowchart of processes in the proposed Digital Acoustic Space method ..................................................................................................................13

Figure 2-1: Boundary, and Volumetric representation of a sphere..............................19

Figure 2-2: Use of Voxels in Various Disciplines .......................................................21

Figure 2-3: Example of Voxelization Threshold for Difference Geometry ................23

Figure 2-4: Application of Threshold ..........................................................................24

Figure 2-5: Example of Voxelization Threshold for Connected Geometry ...............25

Figure 2-6: Voxelization by sweeping along an axis...................................................26

Figure 2-7: Mesh vs. Voxel .........................................................................................27

Figure 3-1: Arbitrarily shaped vibrating structure. s’s represent sources and σ ’s represent discretized surface elements on the surface ..........................................32

Figure 4-1: Activating Voxels in Digital Space...........................................................40

Figure 4-2: Voxelization of the first octant of a sphere ..............................................42

Figure 4-3: 2D voxelization of the first octant of a sphere ..........................................43

Figure 4-4: 2D voxelization of the first octant of a sphere, Digital Space method version...................................................................................................................44

Figure 4-5: Adjustment of Volume Velocity for Voxelized Sphere............................46

Figure 5-1: Mesh Representation of the Modified Dodecahedron ..............................49

Figure 5-2: Voxelization of the Sphere Mesh..............................................................51

Figure 5-3: Voxel Representation of Modified Dodecahedron ...................................52

Figure 5-4: Sound Power from voxelized sphere ........................................................53

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Figure 5-5: Sound Power from voxelized sphere with internal points ........................54

Figure 5-6: Setting a Threshold for a Curved Plate .....................................................56

Figure 5-7: Voxelized Pulsating Sphere; 1 m/ssv = , Threshold, t = 0.2 m ..............57

Figure 5-8: Voxelized Pulsating Sphere; 1 m/ssv = , Threshold, t = 0.1 m ..............58

Figure 5-9: Voxelized Pulsating Sphere; 1 m/ssv = , Threshold, t = 0.05 m .............58

Figure 5-10: Digital Representation of Cylindrical Tank ............................................59

Figure 5-11: Breathing mode for Cylindrical Tank with vs = 1 m/s ............................60

Figure 5-12: Displacement plot of Mode (1,8) ............................................................61

Figure 5-13: Displacement plot of Mode (1,10) .........................................................62

Figure 5-14: Displacement plot of Mode (2, 10) ........................................................62

Figure 5-15: Radiated Power from cylindrical model vibrating in (1,8) mode ...........64

Figure 5-16: Radiated Power from cylindrical model vibrating in (1,10) mode ........64

Figure 5-17: Radiated Power from cylindrical model vibrating in (2,10) mode ........65

Figure 5-18: Radiated Power from finer cylindrical model vibrating in (1,8) mode..66

Figure 5-19: Radiated Power from finer cylindrical model vibrating in (2,10) mode .....................................................................................................................67

Figure 5-20: Complexity Study for Computation Cost................................................69

Figure 5-21: Simulated execution time difference for Digital Space method vs. Wave Superposition method.................................................................................70

Figure 5-22: Cubic Box with a Spherical Source 71

Figure 5-23: Radiated Power from a Pulsating Box 73

Figure 5-24: Radiated Power from a Pulsating Box, magnified at ka = 3.7 to 4 74

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LIST OF TABLES

Table 3-1: Summary of Greens functions for Pressure and Velocity monopole self term.......................................................................................................................36

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ACKNOWLEDGEMENTS

I’d like to express my sincerest appreciation to all who helped me to finish my

doctoral thesis and made my time in State College a much enjoyable experience.

Especially Dr. Gary H. Koopmann and Dr. Victor W. Sparrow who served as co-chair

persons, I’d like to thank them for their tremendous support and unlimited thesis ideas,

direction and supervision. I’d like to also thank Dr. John Fahnline and Dr. Martin

Trethewey for their time and advices to complete my thesis.

To my family, I give them a million thanks. I thank my sister Hye-Won Hwang,

her husband Soo-Hyuk Choi and my cute nephew Myung-Joon for their encouragement

and love from afar. To my mother, Sang-Eun An and my father Doo-Hwa Hwang, I am

forever indebted. They bore me, raised me, taught me and supported me in a loving

environment. Without their continuous encouragement and support, my thesis would not

have been possible.

I am deeply grateful to my fiancée Kelly Jung. Her love, emotional support, and

encouragement helped me get through difficult times and complete this thesis. And to my

friends, here in State College and other places, I thank them for their friendship that

helped me to become a better friend and a better person.

Last, but not least, I’d like to extend special thanks to the faculty and staff

members of the Graduate Program in Acoustics for their friendship and support.

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Chapter 1

Introduction

1.1 Motivation

With improvements in today’s quality of living, sound quality has become a

major part of well-being. Examples include buildings with sound proof windows in urban

areas or perhaps, better sounding stereo speakers. On the other hand, it is an established

fact that noisiness is one of the main discriminators for consumers. According to a recent

article in the Wall Street Journal, orders for Raytheon’s new executive jet, the Premier I,

were cancelled because of perceived noise inside of the cabin. Clearly, sound quality

issues are driving industries to meet the expectation of consumers. Therefore, if the shape

of a machine or product is to be designed optimally from a sound radiation perspective,

computational acoustics must be an integral component in the overall design process at

the earliest stages. Naturally, many design tools and simulation methods are already

available to help industries design and manufacture optimal products. However, finding

an optimal product design is not a trivial task, and it takes many iterations of design

changes. In our competitive time, companies understand that the impact of accurate and

fast processes at the design stage is huge and this fact motivates improvements in design

tools such as finite element and boundary element methods. This thesis focuses on a

fundamental change in the meshing routines common to these two methods.

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In conventional Finite Element Methods (FEM) and Boundary Element Methods

(BEM), to build a mesh, one has to divide the domain of the problem into well-

proportioned, non-overlapping elements that fit the geometry perfectly. Moreover, the

connectivity of nodes, which are the vertices of the elements hence defining the elements,

is also needed at all times. Having to make a mesh and do a new analysis, each and every

time, is indeed a tedious process. Furthermore, for building complex models, meshing is

not a trivial task. Also, one needs to ensure correctness of the mesh even with

commercialized programs and, to check and maintain the integrity of a mesh that require

thorough inspection by a human and much human effort. For instance, in order to obtain

an acceptable computational solution, one has to ensure that;

1. All elements are well-proportioned. The ratio of the largest and the smallest

dimensions of an element should be close to one, ensuring that there are about

equal number of elements per wavelength in all directions.

2. A mesh does not contain a gap or a hole. Otherwise they may create an

erroneous boundary condition.

3. Size of neighboring elements may not change drastically ensuring gradual

transition from larger to smaller elements or vice versa.

4. Element distortion is not desired. Distortions must be monitored and

minimized to ensure the accuracy of the solution.

In order to use mesh geometry in a shape optimization, it is necessary to rebuild

the mesh or use highly complex adaptive remeshing algorithms to accommodate any

change in shape. This process is repeated every time one needs to modify geometry, even

for a small change. Moreover, the use of mesh geometry can be quite difficult to use in a

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shape optimization process because of the reasons mentioned above. Thus, having to

remesh or use complex remeshing algorithm definitely reduces computational efficiency

since many iterations of shape changes are necessary for obtaining an optimal design.

Therefore, considering the difficulties that mesh geometry imposes on changing

geometry of a structure, the use of mesh elements are not suitable for a shape

optimization process.

There are a number of techniques and methods that address these issues in

computational methods, namely meshless methods [3-6]. These methods, although they

alleviate the burden of meshing, still demand heavy computation in the analysis phase.

This is especially true for BEM since it has a full matrix to invert, in which each element

of the matrix is a surface integral of a Greens Function describing the relationship

between pressure and particle velocity.

If one can adopt a new way to represent a shape, free from the restrictions that

meshing imposes – a necessity to remesh or use complex remeshing algorithms, it is safe

to say the new approach would be more suitable for a shape optimization. This thesis

proposes the following computational methodology. An arbitrary shape is represented by

uniformly spread digital nodes similar to the idea of pixels. In order to accommodate a

change in the shape, one only has to switch on or off the digital nodes for the new shape.

As shown Figure 1-1, nodes are distributed uniformly in a 2-D digital space (Blue nodes).

For this example, let the blue nodes be inactive or switched off and the red nodes be

active or switched on. Draw an arbitrary shape in the digital space and turn on the

appropriate nodes to represent the shape (Red nodes). When a change in shape is made by

moving the top upward, the new shape can be easily represented by turning on a few

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more appropriate nodes to represent the change. In this way, there is no need to neither

rebuild the entire space nor use a complex algorithm to accommodate the change. It is

also intuitively a desirable model to be used in a shape optimization.

One minor benefit comes from the uniformly spread digital work space. In

conventional BEM methods, a Greens Function where the source point and the field point

that are collocated becomes singular and requires appropriate integration methods to

integrate over the element [7, 8]. If the element areas are different from one another, and

generally so, it is necessary to integrate over each and every collocated element to

calculate the surface integral of the problem domain to populate the system matrices.

However, with uniformly distributed nodes, all nodal areas are kept equal therefore;

integrations for the singular Greens functions can be reused for all nodes. In other words,

because the integration over a collocated term only depends on the element size and

shape, the elements of the same size and shape result in the same integration value.

Figure 1-1: Easy Adaptation of Shape Change

(a.) before (b.) after

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Therefore one can expect a reduction in computational time for constructing the system

matrices by reusing integration value for matrix elements.

In this thesis, an improvement to the meshing procedure used in the present

conventional Wave Superposition method is reformulated by describing the surface

geometry of an acoustic radiator in digital work space. First, a digital space, filled with

uniformly distributed points or nodes is constructed. The uniformly digitized space

allows equal nodal area for each and every node throughout the entire space. Therefore,

all nodes are described in relation to its location for forming a contiguous shape and there

is no need for keeping connectivity information.

1.2 Background

In general, FEM and BEM have been used widely for various problems including

acoustic problems. FEM has also been used to solve interior acoustic problems. These

problems are characterized by bound geometry and a linear set of equations solved by

various methods. BEM has been used to solve radiation problems. These problems are

characterized by shell-like or hollow geometries that require numerical integration over

geometry surfaces. In these numerical methods, generating and analyzing a complex

structure have always been time consuming tasks. In conventional techniques, one needs

to generate a grid, to define a model shape in the grid, to generate mesh, to define node

connectivity of the mesh and then to solve for a system of equations constructed from the

nodes. The major issue is that every time there’s a change in the mesh, the entire meshing

process has to be repeated.

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Two major methods, the Wave Superposition method and Meshfree methods,

answer to the issue in question. The Wave Superposition method has the potential to

adopt a different – free of mesh - approach of representing a geometry [9]. Meshfree

methods are developed by many researchers to respond to the need to better model a

crack propagation, fractures in a structure and large deformation and have many different

names; Diffuse Element [10], Element Free Galerkin [11], Principle of Unity [12, 13],

hp-Clouds [14] to name a few. In conventional finite element methods, with large

deformation of geometry, repeated meshing is required to avoid the breakdown of

calculation due to excessive distortion. All meshless methods only require a set of

scattered nodal points that represent the geometry of interest. Hence there is no need to

undertake multiple steps to generate meshes; hence, it takes much less time to generate a

complex model than it would for conventional finite element methods and boundary

element methods. Many of them, however, appeared from approximation techniques such

as Moving Least Squares method (MLS) to approximate a true surface of a structure with

unorganized nodal points and do not interpolate nodal values. Consequently, they do not

exactly reproduce essential boundary conditions[4, 15]. Moving Least Squares method is

an approximation method for reconstructing continuous functions from a set of nodes, to

obtain a weight function [16]. The biggest weakness of this method is that it takes a set of

equations to solve for each node; therefore it is computationally more costly in practice.

The Superposition integration method arose from calibration procedure often used

in boundary element studies and is equivalent to the Helmholtz-Kirchhoff integral[6, 12].

In this method, one defines a set of nodal points spread on the surface of the geometry

and sets them as simple sources. This method inherently is similar to meshless methods

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in modeling of complex shapes and is simpler to describe their acoustical fields than

existing Boundary Element Methods[17, 18]. Two problems can be tackled for

improvement; internal modes of a model due to the non-uniqueness problem and the

inherent singularity problem of the Greens Function used in the Superposition integration

method. For the non-uniqueness problem, one can use internal points or surfaces that give

a boundary condition inside the geometry, or instead of placing sources inside of the

geometry, one can place them outside[19-21]. For the singularity problem, Eric Constans

showed an analytical expression for the Green’s Function response where the source

location and the observation location coincide. He used a coordinate transform to

overcome the inherent singularity problem in the Green’s Function[22]. Zellers et al.

followed up on this idea and completed analytical expressions for monopole pressure and

velocity [9].

1.3 Proposed work

This thesis will focus on building a discrete digital space in an attempt to develop

a more suitable computational method to be used in a shape optimization, therefore to

give an answer to the industrial need of a fast and reliable tool for product design. This

new method is largely based on the method of Wave Superposition. Naturally, in order

to show the improvements of the Digital Acoustic Space method, it is mainly compared

to the method of Wave Superposition.

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To begin, it is of value to mention that the method of Wave Superposition

comprises some of the advantages of meshless methods. The two main characteristics of

the most current meshless methods are;

1. use of nodes, free from mesh elements.

2. localized approximations to system’s solution.

First, instead of using a mesh, one can freely populate an area with nodal points to

investigate the system without heavy overhead due to the connectivity of mesh elements.

Second, the solution of the system is obtained locally. This second characteristic

emphasizes the usefulness of the first. By approximating the solution of the system

locally, adding or removing nodes won’t affect the overall accuracy of the solution.

Rather it enhances the accuracy of the solution for a structure that features large

deformations, discontinuities or parts of irregular and complex shapes that were

conventionally difficult to model and analyze properly.

The method of Wave Superposition does not have all the enhancements that

meshless methods have as mentioned above. In order to obtain a solution, unlike

meshless methods, all elements have to be solved simultaneously. Similarly to meshless

methods, however, the method of Wave Superposition permits using only points in space

for constructing system matrices, when surface velocities are given as boundary

conditions. This feature allows the method of Wave Superposition to describe

geometries in a “meshless” fashion and is exploited in the Digital Acoustic Space method.

To understand the new method, it is imperative to understand the method of

Wave Superposition. Figure 1-2 shows the logical flow of the Superposition method. In

the Superposition method, the matrix inversion process is the most time consuming part

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in the analysis phase. Evidently, developing a faster inversion algorithm is definitely a

way to improve the computation speed, and there certainly are researchers dedicated to

finding faster and more optimal matrix inversion algorithm. For this thesis, however, a

general matrix inversion function, inv(M), where M is square matrix, supplied by Matlab,

is sufficient as the main objective of this thesis is to develop a new approach to represent

a geometry, suitable for a digital geometric work space in conjunction with the Wave

Superposition method.

One can also find another place to minimize computation efficiency other than a

faster inversion algorithm. It is a numerical integration of uniform elements. Typically a

numerical integration takes many operations to complete and, it also needs to be done on

every element. If one can reduce the number of integrations to perform, that translates to

faster computation. The reduction in the number of integrations is possible if there is an

analytical expression that can replace the integral and if one integral over an element can

be used repeatedly for other elements.

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Figure 1-2: Flowchart of processes in the conventional Wave Superposition method

No

Yes

Define or import geometry mesh

Calculate acoustic element location from geometry

Calculate surface normals

Analysis

Construct system matrices with Greens functions G and G∇

Define surface velocity, v

Solve for source strength, s from given velocity, v

Wave Superposition Method

Geometry

Is Design requirement

met?

End

[ ][ ]G

G∇

{ } [ ] { }1s G v−= ∇ ×

Calculate press-ure, p and radia-tion power, ∏

{ } [ ] { }p G s= ×

{ } { }*1 Re[ ]2

p vΠ = ×

Calculate Singular Greens function (diagonal terms) and regular Greens function (off-diagonal )

Use Gaussian quadrature,

1( )

n

i ii

Gds G sω=

≈∑∫

when 0r = , for all acoustic elements

Modify mesh geometry

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In building the system matrices, [ ]G and its gradient, [ ]G∇ the field-source

collocated Greens function requires special attention when integrated over the element

surface, since the integrand is singular. Singular functions are usually not possible to

integrate unless solved analytically or numerically avoiding the singular point.[23] These

singular integrals in the Wave Superposition method are independent of the surface

normal because the position vector between the source and the field point are always the

same. This leads to the main focus of the thesis. If the limits of the integral are kept the

same, these singular integrals can be calculated only once and applied to all collocated

elements. The limits are determined by the area of an element; hence, by keeping the area

congruent, one can achieve the necessary condition. There are not many platonic solids

that guaranties equal element area on the surface. This implies that it is not trivial to

make a platonic solid that guaranties equal area for all of its surface elements let alone

make an arbitrarily-shaped volume. The most feasible shape of lattice in this case is the

cube. A cube is one of the platonic surfaces and also can be divided into infinitesimally

small and congruent cubes. Therefore, a cube can support any size mesh and give an

equal surface area to all nodes.

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The proposed Digital Acoustic Space method allows uniform nodal areas; hence,

one integration for all collocated nodes is sufficient. In essence, this is a work space in

computer memory filled with nodes that are uniformly distributed much like graph paper.

When a geometry is given, only the nodal elements that describe the geometry will

remain and be assigned with velocities and surface normals. Figure 1-3 shows a simple,

arbitrarily shaped line mesh and how it is represented in 2D digital space. In this case, the

elements on the line mesh are denoted with black dots and arrows for normal vectors. The

locations of the elements are then translated by finding the closest grid point for the

Figure 1-3: Representation of line mesh in 2D digital space

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actual locations. Normals that are calculated from the mesh are directly imported and

used in building the system matrices, [G] and its gradient.

Figure 1-4: Flowchart of processes in the proposed Digital Acoustic Space method

Modify Geometry

Yes

Import geometry

Activate/ Deactivate voxels

Import surface normals and

surface velocity, v

Analysis

Construct Greens function matrices of Active nodes [ ] [ ],G G∇

Calculate Singular Greens functions (diagonal) and reg-ular Greens func-tions (off-diagonal)

Solve for source strength, s

Digital Acoustic Space Method

Digital Space & Geometry

Is Design requirement

met?

End

[ ] [ ],G G∇

{ } [ ] { }1s G v−= ∇ ×

Calculate pressure, p { } [ ] { }p G s= ×

Calculate sound power, ∏ from p and v

{ } { }*1 Re[ ]2

p vΠ = ×

Define Digital Acoustic Space

Use Gaussian quadrature,

1( )

n

i ii

Gds G sω=

≈∑∫

when 0r = , for all acoustic elements

No

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Figure 1-4 shows the logic flow of the proposed the Digital Acoustic Space

method. First, a digital space with uniformly distributed grid points is built. Each grid

point is the center of a cube representing a single voxel. Then the element locations from

the mesh are imported to the digital work space. When the geometry information is

imported, then one can activate or deactivate the voxels. Activation means that a part of

the structure’s surface occupies, or passes through a voxel. Therefore, that voxel is

included in the system matrices and the expression deactivate simply means it is

excluded from it. The final step of the geometry importation is the importation of the

surface normals and the volume velocity distribution that are obtained from the mesh and

usually a FEM analysis, respectively. The analysis part of the Digital Acoustic Space

method follows much of the conventional Superposition method. The main difference

from the Superposition method is that, in building system matrices, computation time is

reduced by using one single singular integral for all field-source collocated elements.

Also, when the design requirements is not met and structural modification is required,

instead of re-meshing the entire geometry and repeating the whole geometry portion of

the processes, one can topologically activate or deactivate grid points to achieve

necessary changes which tremendously helps to reduce overall computation time.

The new method, unfortunately, requires certain overheads that were not present

for the conventional Wave Superposition method. First, importing a geometry requires

calculation of new element locations on grid points of the digital work space. At the

worst case, if the mesh sizes are drastically different from one element to another, the

mesh needs to be re-meshed or a clever voxelization scheme is needed to remedy the

problem. For example, a larger mesh must be divided into a smaller mesh, or it needs to

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be represented by more than one voxel. If the mesh is too small, one voxel needs to

include more than one patch from the mesh and appropriate geometric information, by

means of averaging or interpolation, must be assigned to the voxel. On the other hand, if

the mesh is conditioned to even mesh size or the geometry is described directly in the

Digital Space, the overhead is minimized or eliminated completely.

The remainder of this thesis is organized as follows. Chapter 2 describes current

meshless methods and the voxelization techniques. The relevance between the two

methods is briefly discussed. Chapter 3 introduces the reader to the method of Wave

Superposition. This chapter also explains the rational for choosing the method of Wave

Superposition for the Digital Acoustic Space method. Chapter 4 gives an explanation on

the implementation procedure of a voxelized geometry, combined with the method of

Wave Superposition method in the Digital Acoustic Space. A validation of the proposed

method by computing radiated sound power from structures of simple and complex

geometry is provided in Chapter 5. A sensitivity study and a complexity study are also

presented in chapter 5. Finally, in Chapter 6, some conclusions and points toward future

work are provided.

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Chapter 2

Meshfree Method and Voxelization

2.1 Introduction to the Meshfree Method

In order to lighten the burden of meshing a geometry, several numerical methods

have been developed. These are Diffuse Element method (DEM) [3], Element-Free

Galerkin method (EFG) [4], hp-clouds (HP) [5, 6], and Natural Element method (NEM)

[7], to name a few. All of these methods utilize irregularly distributed particles or nodes

in a problem domain combined with weight function or kernel function to approximate

the solution only locally confined by the domain of influence, hence solving the problem

piecewise, although the means of approximating solutions are different. In this section,

some of the Meshless methods are reviewed and their relevance to the Digital Space

Method is explored.

Probably the most avant-garde Meshless method known to numerical method

community is Smoothed Particle Hydrodynamics(SPH) [8]. SPH first used the concept of

using discrete particles and kernel function that govern the amount of influence by

particles determined by distance between them, within the domain of influence. While

SPH was conceived in fluid dynamics, another Meshless method came to be known in

solid mechanics. Developed by Nayroles et al. in 1992, DEM was introduced as a

generalized FEM with improvements such as removing limitations of the regularity of

approximated functions and most notably, removing the mesh generation requirement [3].

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17

DEM uses a method for function approximation from a set of points which is found out to

be Moving Least Squares (MLS) technique to locally approximate the solution to the

system’s governing partial differential equation.

Belytschko et al. followed the work of Nayroles et al. and introduced their

Element-Free Galerkin method (EFG) in 1994 [4]. The EFG method, much similar to

DEM, does not require mesh elements and also employs a function approximation

technique (MLS) that they credited to Lancaster and Salkauskas.[9] It was also

Belytschko et al. who identified that Nayroles et al. employed MLS that provides a

function approximation for an arbitrary set of nodes.

In 1998 Atluri and Zhu developed a true meshless Local Petrov-Galerkin method

(MLPG) as this did not require element mesh for neither the interpolation of solution nor

for Gaussian integration.[10] Among other notable meshless methods, the H-p clouds

method developed by C. A. Duarte and J. T. Oden in 1996 also uses MLS to build a

Partition of Unity (PoU). [5, 6]

All of the above meshless methods share one common feature. The most notable

feature is that they all use freely distributed nodes in 3D space, hence “meshless”.

Moreover, they no longer require mesh elements to approximate a solution, but rather a

cluster of nodes to solve the system’s governing partial differential equation only locally.

Since the solution of a system is obtained from summing local solutions, nodes can be

easily added or removed without affecting the overall solution and without having to

mesh a geometry anew. Considering these advantages, meshless methods are much more

attractive alternatives to FEM which is more difficult and computationally more

expensive at the mesh generation stage.

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18

Unlike meshless methods, the method of Wave Superposition and the Digital

Space Method do not a use domain of influence to limit coupling between nodes and

obtain solutions locally. In this regard, the meshless methods and the two latter methods

are different. However, in spite of the discrete formula used in the method of Wave

Superposition, hence the Digital Space Method, one can set up the system into nodal

points as acoustic elements. The ability to formulate the entire problem domain in terms

of digital node point of the Wave Superposition method allows it to be an excellent

candidate for a shape optimization scheme. Moreover, this is the first successful case

where the method of Wave Superposition is incorporated with a meshless feature in a

digital topology – an on or off switch on a grid of workspace. While there was an attempt

to incorporate meshless feature, also in digital topology, to the method of Wave

Superposition by Zellers[11], the surface normal calculation was not robust enough to

handle various surfaces.

2.2 Representation of a solid in 3D space

In this section, two different digital representations of a solid is briefly discussed.

As the word digital may suggest, in computer graphics, all images are represented with a

discrete picture element (pixel) without exception whether the information about the

actual shape is either numerical or analytical. This implies that, in order to represent a

solid in a computer domain for the purpose of the numerical method posed in this thesis,

one must convert a solid into a discrete format.

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19

There are mainly 2 ways to digitize and represent a solid in 3D digital space. One

is boundary representation (B-Rep) where only surface is defined by small, connected

planar patches. The other is volumetric representation where the volume of the solid is

represented by volume elements (voxel), i.e., an extension of the 2D pixel concept to a

3D volume. Figure 2-1 shows examples of boundary representation and volumetric

representation of sphere.

In B-Rep, nodes are distributed on the solid’s surface and by connecting the nodes,

polygons, typically triangles or quadrilaterals that represent the surface, are formed. B-

Rep can be more efficient and easier than volumetric representation to work with.

Naturally, most commercialized boundary element methods use a shell mesh or surface

mesh to construct their system of matrices.

Volumetric representation, on the other hand, uses voxels to build the volume of a

solid. The most common building mechanism is to put the center of voxels on the vertices

Figure 2-1: Boundary, and Volumetric representation of a sphere

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of a cubic lattice that are comprised within the volume of the solid to evenly fill its

volume.[12] Since only the center of a voxel is considered for determining the position of

a voxel that will represent the volume, often a volumetric threshold is given when

determining the position of voxels in order to give a better representation of the actual

shape.[13] For instance, when the surface of a solid passes through a space occupied by a

voxel, and yet, the center of that voxel is marginally outside the solid, then the voxel in

question may not be accounted for building the solid according to the simple method

described above, while it should be included. A detailed scheme of voxelization is given

in the following section.

2.3 Voxelization

Use of voxels is fairly new in the domain of BEM [11]. However, in other

disciplines, voxels are popular for their ability to represent 3D data sets. For instance, it’s

been used widely in the computer gaming community. With the emergence of 3D games

in the mid 1990’s, voxels started to replace crude pixels since they could represent a more

realistic 3D world that can form and reform on a player’s whim such as 3D terrain and

buildings [14]. In the scientific community, voxels are popular for their ability to present

3D data sets. A most notable use is in magnetic resonance imaging (MRI) [15]. Once a

3D scan of a human or another object is scanned, the data is built in a 3D body. Since the

data is built in 3D, one can easily take a cross-section of 3D data set and examine the

intended area with no difficulty. Figure 2-2 shows some examples of voxel application in

some disciplines.

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21

There are many algorithms to meet different use and requirement of voxelization

and there are several ways to ensure geometry is voxelized properly. While voxelization

is a research topic pursued by many in computer science and related fields, in this thesis,

a simple, yet effective voxelization scheme is used. In this section, the most common

methods for voxelization are utilized.

Before one can voxelize a geometry, defining the size of voxels and of a digital

work space is required. The voxel size solely depends on the application while the size of

a digital space depends on the capacity of the computer memory size [12]. Since this

thesis will use voxel geometry in a boundary element analysis, the primary factor for

determining the voxel size is the accuracy of the analysis. As the general rule of

numerical methods states, it requires at least 6 elements per wavelength to expect an

acceptable result [16]. Hence, one must consider the frequency range for determining an

Figure 2-2: Use of Voxels in Various Disciplines

In a medical application: high resolution MRI scan [2]

In computer graphics: Model of the Earth[1]

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22

appropriate voxel size. On the other hand, the memory capacity of a computer is the

limiting factor for the digital space size. Because the proposed Digital Acoustic Space

method requires building a cubic lattice that can enclose an entire geometry of interest,

initial lattice size should be just large enough to model the geometry of interest within the

computer memory limitation.

In 3D space there are three shapes that can be voxelized: a point, a line and a plate.

Since a voxel is a volume element in a lattice system, the geometry to voxelize also has to

be in 3D. Therefore, whether the geometry in question is a point, a line, or a plate, one

needs to convert them into a 3D shape. For instance, a point can be represented with a

sphere, and similarly, a line with a cylinder and a plate with a box. However, one will

need a control mechanism for determining the size of each type of geometry. Thus,

leading to the concept of threshold. Figure 2-3 shows examples of threshold that control

voxelization. For a dot, the radius of sphere is given as the threshold limit so that it can

find an appropriate voxel in 3D space; for a line, the base radius of a cylinder that wraps

the line defines the threshold limit; and finally for a plate, the two parallel plates that

encompass the plate in the middle.

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23

Depending on the size of threshold, a geometry can be represented differently in a

volume representation. Figure 2-4 shows a simple example of a dot with a different

threshold limit. As one can see below, depending on what threshold limit is given to a

geometry, in this example, a dot, it can either be represented with a single voxel or a

number of voxels. There is no single method to determine the correct threshold because,

after all, the validity of the final end result is judged by its application. This is especially

so because a voxel lacks the ability to locate its center of volume freely in 3D space. The

Figure 2-3: Example of Voxelization Threshold for Difference Geometry

t

t

Line

Plate

Dot

t

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24

location is pre-determined by the lattice, and since the volume is represented with its

center, it has limited resolution for the general rendering of a surface.

In a more practical voxelization process, one will have to voxelize a combination

of simple geometries. For a combination of geometries, having only a threshold may not

be enough to select the right voxels. For instance, mesh elements are put together to

define the inside and outside of a geometry. In addition to the threshold mentioned above,

one must ensure the outside voxels are not included even if they fall within the threshold

limits. Figure 2-5 shows an example in 2D for simplicity. Two lines define the inside and

the outside and given rectangular threshold. When only a threshold is used for

Figure 2-4: Application of Threshold

t

Dot

t’

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25

voxelization, the voxel P falls within the threshold; therefore, it has to be included among

the active voxels. However, when the projection is drawn from the two lines, the voxel P

is outside of the geometry. Thus, voxel P does not belong to the group of active voxels

that represent the geometry, and it must be excluded.

Once the type of the geometry and its threshold are determined, one can proceed

to voxelize an arbitrary shape. In the Figure 2-6, an example of sphere mesh is shown. A

most common voxelization scheme is to sweep through a geometry along an axis. At

each slice of a uniform lattice, one selects all voxels that comes within the threshold limit

Figure 2-5: Example of Voxelization Threshold for Connected Geometry

INSIDE

OUTSIDE

P

Active Voxels

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26

as shown above. In order to ensure a solid voxel, one must perform a check to see if all

voxels have a neighbor. One may also perform several passes along a different axis.

Despite all the disadvantages, voxels provide a very attractive advantage that

counters its disadvantages. In a typical meshing process, if one wants to join or cut a part

of a structure, it is very difficult to do so once the parts are already meshed. Even when

geometry is not meshed, one has to pay special attention to a joint or cut part of structure.

Using voxels, one overcomes these difficulties because one no longer needs a

connectivity of nodes.

Figure 2-6: Voxelization by sweeping along an axis

Voxelization plane sweeping along an axis

Geometry Mesh i th slice in a digital space

Completion: voxel representation

obtained

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27

Figure 2-7 shows parallel comparison between meshing and voxelization of a

model that joins two beam-like structures. When two parts are joined, for meshing, one

has to make sure that the attached area does not form an inner surface. If not, it will

create a discontinuity and result in wrong solution. In this case, only two parts are joined,

and it may seem trivial. However, when one tries to build a complex model, one may face

many operations that require human intervention of verifying proper construction of

volume, such as joining or cutting, for example. On the other hand, voxels do not see

boundaries inside a volume. In other words, voxels do not require connectivity. Therefore,

not only a discontinuity is transparent, but also one can freely add or remove voxels even

Figure 2-7: Mesh vs. Voxel

This section must be inspected

Mesh Voxel

Transparent to voxels

Enlargement

Nodes are not shared by neighboring elements

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28

after the voxelization process is completed. This is the most advantageous feature that

reduces human effort in a design stage.

To summarize, this chapter shows the history of meshless methods and their brief

description to help readers understand difference between meshless methods and the

Wave Superposition method. After a short introduction to meshless methods, this chapter

also introduces readers to volume representation of a digital data in conjunction to the

meshless method and further explains how a 3D shape is converted into a volume

representation. Finally the chapter draws a hypothesis that where the conventional mesh

fails in the shape optimization, the use of voxels will succeed by accommodating shape

changes well in the shape optimization.

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Chapter 3

Method of Wave Superposition and Interior Points

3.1 Method of Wave Superposition

The basic idea behind the superposition method is that an acoustic field of a

radiator can be recreated using a superposition of acoustic fields generated by an array of

simple sources distributed on the surface radiator. However because of mathematical

difficulties (the non-uniqueness problem encountered during the inversion of the matrix

operations), it has been a common practice to place simple sources inside the radiator. In

this section, the method of wave superposition is explained in detail since the Digital

Space Method is heavily based on the method of Wave Superposition. Development of

the self-term that allows simple sources to be on the radiator will also be discussed in this

chapter.

Superposition method shares many similarities with BEM except for one major

difference. While BEM requires integrating a partial differential equation over the entire

surface of the problem domain, Superposition only requires sum of the solutions to the

partial differential equations for each individual element. Also the functions used in

typical BEM and the method of Wave Superposition are different as the Wave

Superposition method assumes a very specific boundary (rigid boundary that satisfy

Neumann boundary condition) since it is based on the idea of superimposing wave fields

from an array of simple acoustic sources [6, 30-32].

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30

Starting with the inhomogeneous Helmholtz equation, Eq. 3.1 to include a mass

source in the wave equation,

where, ( )p r is pressure at r , k is angular wave number, ω is angular frequency, and sm

is a mass source at sr ,

we obtain the solution [5, 33]of a form

where,

0ρ is the ambient density of a medium, ( )sq r is source strength of a monopole and V is

the volume of a vibration structure. Applying Euler’s equation to Eq. 3.2, one obtains

volume velocity ( )u r at r

where 0( ) ( )s ss r ik c q rρ= × , and c is the speed of sound traveling through the

medium. Further, applying Gauss’ theorem, one can reduce the volume integral to surface

integral. The right hand side of the Eq. 3.4 becomes,

2 2 2( ) ( ) ( )s sp r k p r m r rω δ∇ + = − 3.1

0( ) ( ) ( ) ( )s s sVp r j q r g r r dV rρ ω= −∫ 3.2

( )4

sik r r

ss

eg r rr rπ

− −

− =−

3.3

0

1( ) ( ) ( ) ( )s s sVu r s r g r r dV r

ik cρ= ∇ −∫ 3.4

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31

Where nσ is the surface normal on the surface sigma and re is the radial component of

outer surface that encloses the surface σ . The second term of the right hand side is an

integral over an imaginary surface 'σ that encloses the surface, σ which expands to the

infinity. Hence the second term on the right hand side becomes to zero according to the

Sommerfield radiation condition. Substituting the result of Eq. 3.5 into Eq. 3.4 one

obtains Eq. 3.6.

Eq. 3.6. is in a continuous form, therefore, in order to make the Wave

Superposition method suitable for the proposed digital work space, one needs a discrete

equivalent of the integral expression above. One can break the surface of an arbitrarily

shaped radiator into N number of small patches on the surface as shown in Figure 3-1.

Also, these patches need to act as sources that, when the appropriate source strengths are

found, will recreate the exact pressure field due to the radiator.

{ }

{ }'

( ) ( ) ( )

( ) ( ) ( )

( ) ( ) ( )

s s sV

s

r

s r g r r dV r

s r g r r n d r

s r g r r e d r

σ σσ

σ σσ

σ

σ

∇ −

= − ∇ −

+ ∇ −

∫∫

i

i

3.5

{ }1( ) ( ) ( ) ( )su r s r g r r n d rik c σ σ

σ

σρ−

= ∇ −∫ i 3.6

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32

Eq. 3.6 can be rewritten in discrete summation by letting iσ∂ small enough.

From here, one can set up a system of equations for N unknown source strength.

Place Figure Here

Figure 3-1: Arbitrarily shaped vibrating structure. s’s represent sources and σ ’s represent discretized surface elements on the surface

1

1( ) ( ) ( ) ( )i i i

N

n ni

u r s r g r r rik c σ σ σσρ =

−= ∇ −∑ 3.7

1 1

2 2

. [ ] .

. .v

v

u su s

g

u s

μ

μ

⎧ ⎫ ⎧ ⎫⎪ ⎪ ⎪ ⎪⎪ ⎪ ⎪ ⎪⎪ ⎪ ⎪ ⎪= ∇⎨ ⎬ ⎨ ⎬⎪ ⎪ ⎪ ⎪⎪ ⎪ ⎪ ⎪⎪ ⎪ ⎪ ⎪⎩ ⎭⎩ ⎭

3.8

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33

In this case source strengths are calculated if the volume velocities on the surface

are known.

In turn, the source strength is passed to a discretized version of Eq. 3.2 and

pressure on the surface is obtained.

Once pressures and velocities are obtained, one can also compute radiation power,

Π from a structure by taking real part of dot product of volume velocity and pressure.

3.2 Singularity in the Method of Wave Superposition and Self-Terms

The free space Green’s function and its gradient are by themselves singular if

0sr r− = , in other words, if the field point is collocated exactly on top of the source

location, numerical values of the Greens functions cannot be used in numerical methods

for the values are infinite and cannot be expressed numerically in computers. However,

one can overcome the singularity problem by finding analytical expressions. By taking

the surface integral over the nodal area to calculate a spatial average, for both pressure or

velocity terms, one can write a bound analytical expression for the free space Greens

function and its gradient when 0sr r− = . The bound expression for both pressure and

velocity terms will be named simply self-terms – from the fact that the field point is

{ } { }1

vs g uν μ μ

−⎡ ⎤= ∇⎣ ⎦ 3.9

1

( ) ( )i

N

n i si

p r s g r rσ=

= −∑ 3.10

*

1

1 Re{ }2

N

av u pμ μμ=

Π = ∑ 3.11

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34

located on the source itself. An analytical expression for the pressure, pm due to a

monopole source with source strength, sm is given by the free space 3D Green’s function

as below.

where k is the wavenumber and sr r− is the distance between the source and field point.

Rewriting Eq. 3.12 in integral form, the pressure over a circular surface due to the

monopole is defined as,

where the term gm is the spatial average of monopole pressure over the circular surface

whose normal vector is parallel to sr r− . By using a variable substitution technique, one

can set 22 zru += where r is radial coordinate on the circular surface and z is sr r− .

Integrating out the axis-symmetric θ, Eq. 3.13 becomes,

and the integration yields the bounded expression

The monopole pressure self term gm is determined in the limit of Eq. 3.15 as

sik r r

m ms

ep sr r

− −

=−

3.12

2 22

2 2 20 0

a ik r zm

m m ms ep s g rdrda r z

π

θπ

− +

= =+

∫ ∫ 3.13

∫+ −

=22

2

2 az

z

iku

m uduu

ea

gππ 3.14

{ }zikzaikm ee

akig −+− −=

22

2

2ππ 3.15

{ } { }2 2

2 20

2 2lim 1ik z ik aik a zm z

i ig e e ek a k aπ ππ π

− −− +

⎡ ⎤= − = −⎢ ⎥⎣ ⎦ 3.16

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35

The particle velocity, vm at the field point due to the pressure radiated by the

monopole source is obtained by the linear Euler equation

where ∇ is the gradient operator with respect to field point. Assuming time harmonic and

solving for normal component of velocity, vm, in the Euler equation Eq. 3.17, one obtains

By substituting Eq. 3.13 into Eq. 3.18 and carrying out gradient operator

where sR r r= − ,

again by substitution of the variable 22 zru += and first integrating with respect to θ ,

substitute R n∇ ⋅ with zu

Then,

velocity self term is determined in the limit of Eq. 3.21 as below

mm

v pt

ρ ∂= −∇

∂ 3.17

mm m

pv v n niωρ∇

= = −i i 3.18

2

20 0

a ikRm m m

ms g s ev n R nrdrd

i i a R R

π

θωρ ωρπ

−⎛ ⎞∇ ∂= − ⋅ = − ∇ ⋅⎜ ⎟∂ ⎝ ⎠

∫ ∫ 3.19

2 2

2

2 a z iku

mz

e zg n udui ck a u u u

πρ π

+ −⎛ ⎞∂∇ ⋅ = − ⎜ ⎟∂ ⎝ ⎠

∫ 3.20

2 2 2 2

2 2 2 2

2 2a z ik ziku ik a z

mz

e i e eg n z zi ck a u cka za z

πρ π ρ

+ −− − +⎧ ⎫⎪ ⎪∇ ⋅ = − = −⎨ ⎬+⎪ ⎪⎩ ⎭

3.21

2 2

2 22 20

2 2limik zik a z

m z

i e e ig n zcka z ck aa z

πρ ρ π

−− +

⎡ ⎤⎧ ⎫ −⎪ ⎪⎢ ⎥∇ ⋅ = − =⎨ ⎬⎢ ⎥+⎪ ⎪⎩ ⎭⎣ ⎦

3.22

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36

These self-terms are no longer function of r but function of the area of the circular

surface, A. Table 3-1 summarizes the above transfer functions [9].

3.3 Non-Uniqueness Problem

The singularity problem in Greens functions is resolved by the use of self-terms.

However, one faces yet another kind of singularity problem. That is a non-uniqueness

problem. The non-uniqueness problem occurs at frequencies that correspond to the eigen-

value of internal volume of the structure. Although any solution with zero pressure on the

surface can give a numerically correct solution, interior mode results in rank of zero

value or weak rank of system matrix causing singularity or near singularity[34]. In the

Wave Superposition method, sources are put inside the volume of a structure to avoid

both type of singularities in Greens function and internal mode. While the singularity in

the Greens function is rectified by the self-terms, one still needs to address non-

uniqueness problem that is intrinsic to the geometry of the structure. There are two

common ways to resolve a non-uniqueness problem. One method is developed by

Schenck[31] in 1967. His Combined Helmholtz Equation Formulation (CHIEF) adds

Table 3-1: Summary of Greens functions for Pressure and Velocity monopole self term

Source Type Pressure Self Term Velocity Self Term

Monopole { }2 1ik ai ekAπ − −

2 ickAπ

ρ−

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37

interior points that makes the system matrix an over-determined system and eliminates

internal modes from the solution. One other solution is developed by Burton and Miller

in 1971 that combines the system matrix and its derivative to solve the non-uniqueness

problem[35]. A wave function, u which comprises an incident wave, ui and reflected

wave, ur, from a point P, satisfies the Helmholtz equation of form, 2 2 0kφ φ∇ + = in an

exterior domain, E, from a boundary B, where P E∈ . The wave function, u, is then at

least twice continuously differentiable in E and satisfies following conditions,

Also, the wave function must satisfy Sommerfeld radiation condition for its outgoing

reflected wave.

Using u in the Kirchhoff-Helmholtz integral formula,

where G(P,q) is the Greens function between a field point P and a source point q.

Applying the boundary condition ( )0,u P Bn∂

= ∈∂

, ( , ) ( )kq

G P q u qn∂∂

disappears

and can be rewritten as

Once more, rewriting Eq. 3.26 where the integral is replaced with the transform operator,

( )2 2 0,u k u P E∇ + = ∈ 3.23

( )0,u P Bn∂

= ∈∂

3.24

( ) ( , ) ( , ) ( ) ,2i k k q

q qS

uu u q G P q G P q u q dS P Bn n

⎛ ⎞∂ ∂+ − = ∈⎜ ⎟⎜ ⎟∂ ∂⎝ ⎠∫ 3.25

( ) ( , ) ,2i k q

qS

uu u q G P q dS P Bn∂

+ = ∈∂∫ 3.26

[ ]2 k iu M u u− = 3.27

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38

The corresponding homogeneous equation of Eq. 3.27 is

Eq. 3.27 has a non-trivial solution if and only if Eq. 3.28 has a non-trivial solution. In this

case, its transposed equation,

will also have a non-trivial solution. [35]

In general, a solution of the interior problem, v = 0 for 2 2 0v k v∇ + = . Also the

boundary condition 0vn∂

=∂

, is satisfied as well. While it is the case in general, if k is one

member of an infinite set, K, then there exists a non-trivial solution, v such that 0vn∂

≠∂

.

Hence Eq. 3.29 will have a non-trivial solution and therefore Eq. 3.27 also has a non-

trivial solution by combining the solution of the corresponding homogeneous equation

with a non-trivial solution.

In summary, this chapter walks through the development of the Wave

Superposition method and self-terms and, explains its use of self-terms in determining

source locations and benefits in modeling particular shapes. Since the Wave

Superposition method can be applied a lumped parameter model, such as simple sources,

it can readily be written in discrete form and well suited for voxels. This Wave

Superposition method will be used extensively in the remainder of the thesis.

[ ] 02 k

Mφ φ− = 3.28

[ ] 02 k

P

Ln

ψ ψ∂− =∂

3.29

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Chapter 4

Digital Space Method

4.1 Voxelization of Solid Surface

In a typical voxelization process, one would voxelize the volume of an entire solid

into voxels. However, this thesis will only focus on voxelizing the surface of a solid,

since the Digital Space Method is rooted from BEM and therefore there is no need for

voxelizing the interior of a solid.

In order to voxelize the surface of a solid, the very first item one needs is a

description of the surface. One can attempt to describe it in two ways for the purposes of

the Digital Acoustic Space Method. One way is to import directly from meshing

software, for instance, Patran or I-DEAS, and the other is to describe the surface in

analytical expressions, e.g., the radius of a sphere.

First, voxelizing a mesh from an external meshing software is discussed. While

there are three possible geometries to voxelize as mentioned in chapter 2, in this thesis,

all elements are considered as a point; therefore, a spherical volume around a point

element is used to limit the threshold. By setting an appropriate size for threshold, one

can voxelize without adding too many voxels that would cluster together or too scarce to

represent the geometry that one is trying to voxelize. In typical boundary element

analysis, only a single layer of the surface needs to be modeled; therefore, it would be

wise to use a threshold of not much more than 1 voxel length to keep a single layer of

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voxels to represent a surface only. Types of threshold are briefly discussed in the

Chapter 2. Also, the reason one can treat a surface mesh element as a point element is

that in the method of Wave Superposition, the surface can be defined with freely

distributed points instead of interconnected patches of mesh elements. This feature

allows one to import a mesh and convert the mesh geometry into voxels by finding a

reference point for each individual mesh element and then, applying a threshold on these

reference points to determine voxels to represent the surface as depicted in Figure 4-1.

Figure 4-1: Activating Voxels in Digital Space

Mesh elements Reference Points

Import into Digital Space

t

Activate voxels within threshold t

t

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In the case where the sizes of the mesh elements are drastically different, the

number of voxels to represent an individual mesh will depend on the size of the mesh

element. In this scenario, one can let the smallest mesh element have a single voxel and

use more voxels for a larger mesh element.

4.2 Volume Velocity Approximation

Once a geometry is voxelized, one needs to find an appropriate volume velocity

for the geometry. Shown in Figure 4-2, a first octant of a sphere is voxelized as an

example for this study. In the typical process of the Digital Space method, the sum of the

individual areas of all active voxels is not equal to the total surface area of the

represented geometry. This becomes clearer when one understands the fundamental

difference between analogue and digital representation of geometry. For better

understanding of the problem associated with finding right volume velocity, 2D examples

will be studied instead of 3D figures. Shown in Figure 4-3 is a circle as a 2D example.

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Figure 4-2: Voxelization of the first octant of a sphere

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In the typical voxelization shown in Figure 4-3, it is clear that the total length of

lines in both representations is not equal to each other. Taking unit length, l, arc length of

the quarter of a circle, represented by a curved black line, is 2 8 12.564

l lπ while the sum

of voxel faces, represented by red straight lines, is 18l Unlike the example shown above,

the Digital Space method allows only the equal area for all voxels no matter how many

faces they are exposing. Figure 4-4 shows a different scheme used for the Digital Space

Figure 4-3: 2D voxelization of the first octant of a sphere

Unit length, l

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method and it is evident that even in the Digital Space Method, the total lengths are not

equal. The arc length is 12.56l, while the summed length of voxel faces, again

represented by red lines, is only 12l. Since the surface is not represented accurately

enough with voxels, even with threshold limits and control algorithms, and even though a

correct particle velocity is given to a voxel, the total volume velocity from voxelization is

not going to be equal to the original volume velocity.

Figure 4-4: 2D voxelization of the first octant of a sphere, Digital Space method version

Unit length, l

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Figure 4-5 shows the explanation of the volume velocity adjustment graphically.

The example given in the Figure 4-5 is a spherical geometry, and a sphere is chosen for

its evenness. The aim of this process is to match the total volume velocity of the

voxelized geometry to that of the original geometry. In the case of a pulsating sphere, it is

quite simple to match total volume velocity since all voxels and elements will have the

same surface velocity. Tthus, an equal surface area translates to an equal volume velocity.

In the Digital Space Method, once a geometry is voxelized in the digital work space, the

area given to each voxel is not yet adjusted to be equal to the surface area of the original

geometry when summed together. As shown in the Figure 4-5, the original voxel area is

defined by the lattice size, and it does not know how to correct volume velocity for the

imported geometry. When the geometry is imported, the total area is calculated, and it is

divided by the number of voxels to calculate the required correction factor. Then, the

correction factor is applied to all voxels such that the total summed area of voxels is

equal to that of imported geometry. Upon comparing, the pictures of “before and after”

surface area adjustment show that the coverage is more complete after surface area

correction is performed. It is rather evident that after adjustment, the diagram look closer

to a whole sphere, and it has an equal surface area to the surface area of the original

spherical geometry.

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To summarize, this chapter has explained how a volume representation of a shape

is implemented in conjunction to the Wave Superposition method. Because of the

limitation imposed on a uniform lattice and the voxels, matching the boundary method is

found to be a key component for obtaining accurate results for pressure and radiated

power from a radiator. In the next chapter, implementation of voxels in the Wave

Figure 4-5: Adjustment of Volume Velocity for Voxelized Sphere

Mesh element

Voxel with original voxel area

Original volume velocity,

u= Av m3/s

Element area, A m2

Velocity, v m/s

Velocity, v m/s

Velocity, v m/s

Volume velocity, u’= A’v m3/s

Volume velocity, u= Av m3/s

Voxel area(red), defined by lattice = A’ m2

Voxel after volume velocity is adjusted

Voxel area(red), adjusted to elem. Area = A

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Superposition Method is validated with simple and complex geometries with complex

mode shapes.

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Chapter 5

Validation of the new method: Test Cases and Results

All newly developed numerical methods must be validated. In this thesis, results

of sound power calculation for various voxelized geometries are compared to those from

analytical solutions and to other already proven methods using the same geometry

meshes, to validate the new method.

5.1 Voxelized Geometry From a Mesh Sphere

The first geometry one may try first is a sphere for its readily available analytical

solutions for axially and radially pulsating modes. Also, while it is not trivial to make

mesh of a sphere, it is not the most difficult task either. In this section, the mesh of a

spherical geometry, with a radius of 1 m, consisting of 60 triangular elements is used as

shown in the figure 5-1. The 60 elements are made from a dodecahedron’s 12 pentagon

face elements by dividing them into 5 isosceles triangles per each face element. Hence,

one obtains 60 evenly distributed elements that conveniently have an equal area for

voxelization. The surface velocity is, then, prescribed to the sphere for the analysis. In

this example, the surface velocity of 1 m/s is given for radial oscillation, and for axial

oscillation, 1 m/s cosxR

⎛ ⎞× ⎜ ⎟

⎝ ⎠, where x is the component along the axis of oscillation and

R is the radius of the sphere, is given.

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In general, one needs to determine which kind of threshold to use. As mentioned

in Chapter 2, one can have a dot, a line, or a plate piece for voxelization. In the case of

voxelizing a mesh geometry, either a dot or a plate for a mesh element seem good

candidates. Since the mesh in question already has evenly distributed elements, the

centers of each element are converted into dots and a spherical threshold is given for each

dot for voxelization. Centroids (center point) of mesh elements with a spherical threshold

are overlapped onto a cubic lattice, and all voxels that falls within threshold are activated.

Once all active voxels are found, they are corrected for surface area.

Figure 5-1: Mesh Representation of the Modified Dodecahedron

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Figure 5-2 show a 5 step voxelization. The first step is to find the centroids of

mesh elements. This step is to find a point that represents a mesh element. In the Wave

Superposition method, this step is identical to finding acoustic elements from a mesh

geometry. Secondly, they are mapped onto Digital Acoustic Space. This step is an

intermediate step for finding appropriate voxels by overlapping centroids of mesh

elements onto the Digital Acoustic Space. Thirdly, the active nodes are found by

employing necessary threshold and voxelization scheme discussed in chapter 4. In the

fourth step, only active voxels are remaining. This step is necessary for two reasons. The

inactive voxels will behave as rigid boundary that does not exist and cause the analysis to

be unreliable. Also, the system matrices will be larger by including those inactive voxels

and, consequently the computational cost will increase in memory and operation time.

Lastly, active voxels are given the correct surface area. In this step, boundary condition is

applied to the voxelized geometry for an accurate analysis. A final voxelized version of

the digital representation is shown in Figure 5-3. The blue boxes represent voxels, and the

red circles represent normal surfaces. The boxes and circles are scaled down for easy

viewing of the voxel representation of the sphere.

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Figure 5-2: Voxelization of the Sphere Mesh

Step 1: Centroids extracted from mesh elements

Step 2: Map the centroids onto Digital Space

Step 3: Active voxels are found

Step 4: Only active voxels are selected

Step 5: Surface area is corrected

Starting from a sphere mesh, find controids of

mesh elements

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In this case, a sphere mesh with 60 elements is voxelized. The radius of a

circle of the equivalent area to a mesh element is 4 0.25860

a ππ

= = m for the self-term in

the conventional Wave Superposition method. Thus, all voxels are initially set to 0.25 m

in edge length to give comparable spacing between the voxels. However, the area is only

0.0625 m2 for the voxel area. This pre-defined voxel area is much smaller than that of a

mesh element, 4 0.20960

A π= = m2 and, it is later adjusted to match that of the mesh

element. This step guaranties that the total volume velocities of both versions are equal.

Figure 5-3: Voxel Representation of Modified Dodecahedron

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Figure 5-4 shows the sound power results for both radially and axially oscillating

spheres compared to the analytical solutions[1]. The approximate number of elements per

wavelength is 6. Therefore, the power output up to 6ka = can be trusted to be an

accurate assessment of radiated power from a vibrating sphere. One notices that there are

several singularities occurring at integer multiples of π and the arguments of spherical

Bessel function of the first kind and of the first order. These singularities are numerical

artifacts caused by the non-uniqueness problem due to the frequency of exterior problem

coinciding with the resonance frequency of the internal modes characterized by the

geometry.

Figure 5-4: Sound Power from voxelized sphere

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The non-uniqueness problem can be treated with the addition of interior points,

first developed by Schenck[2]. Figure 5-5 shows improvement of radiated sound power

with the use of internal points. Generally the location of interior points are difficult to

determine, however for simple geometry such as a sphere in simple vibration mode –

radial and axial oscillation - as in this example, the candidate location for interior points

can be guessed fairly easily. For instance, a pulsating sphere behaves much like a

monopole, hence placing an interior point at the center helps to remove the interior mode

for a radially pulsating sphere. Also axially oscillating sphere mimics a dipole, hence

both positions a half radius away from the center along the axis of oscillation are

strategically good places to remove the interior modes.

Figure 5-5: Sound Power from voxelized sphere with internal points

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5.2 Voxelized Sphere From an Analytical Description

In this section, for the analytical definition of a sphere, only radius is defined and

given to the program. It is used to voxelize a sphere and then, radiation power from

pulsating sphere is calculated. In this case, an axially oscillating mode is omitted since

the results show the similar trend. The only parameter other than radius, considered in

voxelizing from an analytical description is a threshold, t. In order to voxelize a sphere

appropriately – that is, only voxelizing the surface of sphere without allowing voxels to

form a layer or layers - for the Digital Space Method, it is important to set the threshold

correctly. Although the only known information is radius, one realizes that it is a plate

since it is the only type of geometry that is capable of representing a 3D structure among

a dot, a line, and a plate. Thus a pair of plates, outer and inner limit plates, are considered

to set a threshold for activating voxels. As depicted in the Figure 5-6, all the voxels that

are located between outer and inner limits represent the surface of the sphere, and only a

single layer is formed. One can easily realize that with a different threshold value, one

might have multiple layers of voxels or too few voxels to represent the surface only.

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In this example, all voxel sizes are set to 0.2 m and the following figures,

Figure 5-7, Figure 5-8, and Figure 5-9 show the effect of varying threshold thickness.

Figure 5-6: Setting a Threshold for a Curved Plate

Outer limit

Sphere with radius, r

Threshold, t

Inner limit

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The significance of results shown above is not only in the dB difference but also

in time it took for each analysis. It is obvious that if threshold is too thick, the voxelized

geometry will have multiple voxels on top of itself and it will not only result in poor

agreement with actual solution, but it will also make the system matrices much larger

than necessary by adding more number of voxels in the system matrices, regaining longer

times for the program to run the analysis. At this stage of development, an algorithm for

determining and checking threshold is not yet implemented, however it is desired for an

efficient and accurate shape optimization.

Figure 5-7: Voxelized Pulsating Sphere; 1 m/ssv = , Threshold, t = 0.2 m

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Figure 5-8: Voxelized Pulsating Sphere; 1 m/ssv = , Threshold, t = 0.1 m

Figure 5-9: Voxelized Pulsating Sphere; 1 m/ssv = , Threshold, t = 0.05 m

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5.3 Voxelized Cylindrical Tank, Cylinder With Two Hemi Spherical Caps

In this section, a cylindrical metal tank with two hemi-spherical caps is used as an

example. Unlike a sphere, this geometry portrays a real world example with more

complex vibration modes and complex displacement. Hence complex velocity and the

results from voxelized version are compared to those from Power program written by J.

Fahnline[3]

Figure 5-10 shows the mesh representation and voxel representation of a

cylindrical tank with hemispherical caps, with 1.05 m in height and 0.2 m in radius. For

both representations, two types of volume velocity are tried. First, one assumes an

artificial breathing mode for the cylinder, prescribed with 1 m/s for its entire surface.

Figure 5-10: Digital Representation of Cylindrical Tank

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The result is shown in Figure 5-11. Up to 400 Hz, the result from the Digital

Acoustic Space method is in agreement with that of the Power program, and beyond 400

Hz the voxel version results deviates from that of Power. 400 Hz translates to a wave

length of roughly 0.9 m, and it marks the limit of “six elements per wave length” rule for

numerical methods. While Power is also a numerical method governed by the same limit,

it does extend its frequency range by integrating over a smooth surface unlike the Digital

Acoustic Space Method which only has contiguous volume elements.

Figure 5-11: Breathing mode for Cylindrical Tank with vs = 1 m/s

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Second, a real world velocity distribution is applied on both voxel and mesh for

testing. To the cylinder mesh shown in Figure 5-10, a moment element is attached at the

bottom of cylinder, and the bottom elements of lower hemispherical cap are given a fix

constraint. A frequency response analysis was performed using NX Nastran software.

From the data obtained via frequency response analysis, a few modes are selected for a

validation study with complex modes. Displacement data of mode (1, 8), (1, 10), and (2,

10) is extracted from a FEA model of the tank and converted into a complex volume

velocity distribution. By convention, the mode shape with half wave along the length of

cylinder and, 4 full wave lengths or 8 half wavelengths along circumference is tagged

mode (1,8) and shown in Figure 5-12. Similarly, Figure 5-13 and Figure 5-14 show mode

shapes of modes (1, 10) and (2, 10) respectively.

Figure 5-12: Displacement plot of Mode (1,8)

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Figure 5-13: Displacement plot of Mode (1,10)

Figure 5-14: Displacement plot of Mode (2, 10)

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The results of the radiation calculation with the volume velocity distribution from

the above modes are presented in Figure 5-15, Figure 5-16, and Figure 5-17. One notices

that unlike the previous study for breathing mode of a cylinder, these results show worse

agreement at lower frequency regions. One would assume that the cylindrical tank model

having 24 elements around the circumference would be good enough for 4 or 5 full wave

lengths according to “six elements per wavelength.” Suspecting that the voxel size is too

big, hence the voxel model is too coarse for such a complex mode shape, a finer voxel

size is used. Each mesh element is divided into 4 smaller mesh elements, then voxelized

and analyzed again. The cylindrical tank is composed of 2 types of mesh elements,

namely quadrilateral and triangular. For triangular element, new nodes are formed on the

geometric center of all edges, and by connecting all new nodes, 4 new elements are built.

For quadrilateral element, new nodes are on the geometric center of all edges, and by

connecting each new node to the centroid of the element, 4 new elements are built. For

the coarser voxel geometry, 250 voxels are used and for the finer voxel geometry, 1200

voxels are used. The finer voxel model is made from the original mesh geometry by

dividing its 300 mesh elements into 1200 finer mesh elements, then voxelizing them.

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Figure 5-15: Radiated Power from cylindrical model vibrating in (1,8) mode

Figure 5-16: Radiated Power from cylindrical model vibrating in (1,10) mode

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65

Figure 5-18 and Figure 5-19 show great improvement over the entire frequency

range used in this study. Since the coarse model worked well when given “simple”

volume velocity distribution, it is natural for one to think that prescribing correct volume

velocity is a key element in Digital Acoustic Space Method.

Figure 5-17: Radiated Power from cylindrical model vibrating in (2,10) mode

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Figure 5-18: Radiated Power from finer cylindrical model vibrating in (1,8) mode

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5.4 Complexity Study

In the beginning of the introduction, the author motivated this work due to a

reduction in computation time. Since the Digital Acoustic Space Method is based on the

method of Wave Superposition, most of computations are similar if not the same. Hence,

it is safe to say that the cost computation is same except for one place. The only major

difference between the Digital Space method and the method of Wave Superposition is in

self-term integration. While the method of Wave Superposition requires that self terms of

all elements are to be calculated individually, the Digital Space method requires one to do

Figure 5-19: Radiated Power from finer cylindrical model vibrating in (2,10) mode

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68

that only for a single instance. For a mesh with N elements, which translates to N x N

system matrices, it takes operations of order of O(N3) for inversion, O(N2) for matrix

construction, and log(N) for element area calculation. By putting all operation order

together for each method, the method of Wave Superposition takes N3 + log(N) x N2 and,

the Digital Acoustic Space method takes N3 + N2.[4] Figure 5-20 shows the percent

difference in the number of operations per frequency versus number of elements/voxels.

While the number is insignificantly small, it’s only for single frequency analysis. If one is

required to analyze over a large frequency range or perhaps if one has to prepare one-

third octave bands, he or she will have to repeatedly construct and invert the system

matrices hundreds, thousands of times. For example, % difference in computational

operations is 0.5% for 300 elements with which the cylindrical tank was meshed. On a

PC equipped with 2.4GHz Intel Core2 processor and 3GB of RAM, it takes 3 seconds to

run an analysis for a single frequency. In an actual analysis performed for the validation,

the time difference between the Power program and the Digital Acoustic Space method

was approximately 8 seconds for 65 frequencies. When one assumes that the difference is

directly proportional in time; the computational time would have been reduced by 123

seconds if analysis over a frequency range over 1000 data points, was performed.

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In an absolute sense, the dominant factor for the difference is matrix construction.

In that regard, one will always save computation time by utilizing the Digital Space

method. Figure 5-21 shows a simulated time reduction for Digital Space method over the

method of Wave Superposition. Again, it is per single frequency.

Figure 5-20: Complexity Study for Computation Cost

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5.5 Sensitivity Study

Although wave superposition using digitized space is based on an already proven

method, it is imperative to do a sensitivity study in order to determine the requirements

for obtaining computationally acceptable solutions. In this section, a cubic box with a

varying number of voxels is used. The surfaces of the cubic box are given a normal

velocity distribution calculated from a simple spherical source radiating from within.

Figure 5-22 shows the configuration graphically. It also includes boundary representation

0 100 200 300 400 500 600 700 800 900 10000

0.2

0.4

0.6

0.8

1

1.2

1.4

1.6

1.8

2

Number of elements or voxels

Abs

olut

e D

iffer

ence

in s

econ

d pe

r fre

quen

cy

Figure 5-21: Simulated execution time difference for Digital Space method vs. WaveSuperposition method

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71

for a better viewing and understanding since wire frames in voxel representation make it

confusing to visualize. The red circle is a simple spherical source radially pulsating in

both representations. The blue quadrilateral element and the blue dot which is the center

of the blue colored voxel, are the i th element to which a normal velocity will be given in

this study. The blue arrow indicates the surface normal direction and the black arrow

represents the position vector from the center of spherical source to the i th element.

Figure 5-22: Cubic Box with a Spherical Source

Boundary Representation Voxel Representation

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For a simple spherical source, the particle velocity, v , at a radial distance, r, away

is expressed as,

where vs is the complex amplitude of surface velocity and as is the radius of the

sphere[1]. To find a matching normal surface velocity, the dot product of v and the

surface normal is performed. Once all elements are given normal surface velocities,

system matrices [ ]G and [ ]G∇ are constructed according to the method of Wave

Superposition and ultimately radiated power is calculated. Since the cube is given a

matching volume velocity distribution of a simple spherical source, its sound power can

readily compared to theoretical analysis.

Figure 5-23 shows the result of radiated power from the cubic box with a different

number of elements per side. It can be easily seen that, at 3.5ka = , the cube with 2

elements per side starts to deviate from the theoretical value as well as those of the cubes

with 4, 6, and 8 elements per side. Upon inspection, for a cube of the side length,

1 ma = , 3ka = translates to an acoustic wave length of 2 1.8 m3.5πλ = = . If one follows

the general rule of numerical analysis that states a minimum of 6 elements per

wavelength, at k = 3.5, the model needs at least 3 elements along the side. The cube with

only 2 elements per side obviously does not meet this requirement, and as shown in the

Figure 5-23, deviates from the groups that satisfy the requirement and the theoretical

result.

( )2( )

2 ˆ(1 )

sik r as

s

ika v kr iv e r

kr ika− −−

=+

5.1

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73

To give further affirmation, the result at ka = 4 is magnified and examined. In

order to show a better comparison, results from cubes with 3 and 5 elements per side are

added. In this case, the minimum number of elements per wavelength required is 4. It can

be seen that the results from the models with a sufficient number of elements per side,

group together while those of the boxes with 2 and 3 elements per side deviates from the

group.

Figure 5-23: Radiated Power from a Pulsating Box

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It should be noted that even with a sufficient number of elements per wavelength,

the analysis performed using voxels differs from the exact solution above ka = 1. This is

due to the source of error discussed in previous section, namely the limited ability to

replicate the exact shape of a geometry since it has limited resolution since one can only

use the center point of volume element. Below ka = 1, the actual location of acoustic

sources becomes less sensitive to approximations, since a lumped parameter model

applies.

Figure 5-24: Radiated Power from a Pulsating Box, magnified at ka = 3.7 to 4

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In summary, this chapter shows the validity of the newly developed numerical

method. Results of sound power calculation for various voxelized geometries are

compared to those from analytical solutions and to those from the Power program when

an analytical solution was not available. To further examine the new method, a

complexity study and a sensitivity study are performed. In the complexity study, it was

found that the time saving from the construction of the system matrices and the

calculation of the solution is minimal. In the sensitivity study, it was found that the

method required at least 6 elements per acoustic wavelength as the general rule of the

numerical method states.

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Chapter 6

Conclusions and Future Work

6.1 Conclusion

In this thesis, an alternate approach is presented for improving the Method of

Wave Superposition by developing a technique that incorporates a meshless method in a

digitized domain, i.e., the Digital Space Method. This alternate approach presents two

improvements. The first major improvement is integration of an intuitive and simple

digital workspace for shape optimization that alleviates much human effort and reduces

human time when compared to the conventional meshing process commonly used in

FEM. The second is reduced computational complexity from employing such a digital

workspace, ultimately allowing reduced computation time.

The improvements mentioned above are achieved by constructing a uniform, 3D

cubic lattice and describing a problem domain within it. The geometry of a structure is

represented with cubic voxels defined by a 3D lattice. The geometry is represented by

uniformly distributed points that correspond to the center of voxels.

Employing a uniform 3D lattice has both primary and secondary advantages. The

primary advantages are;

1. Human time and effort is reduced. Conventionally, the method of

Wave Superposition relies on mesh elements for representing the

geometry of a structure. However, the dependency on mesh elements is

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77

removed with the capability to describe a geometry with voxels.

Eliminating the dependency on mesh elements signifies a huge advantage

in modeling since one no longer is bound by mesh elements that must

satisfy many requirements for obtaining an acceptable computational

solution. In this aspect, human involvement is reduced significantly, for

one does not have to ensure that the mesh elements are defined correctly.

2. Easy adaptation. All mesh elements must be planar, which disallows any

distortion whatsoever and the connectivity of all the elements needs to be

kept separately by adding more overhead. A single change in a structure

means a whole new mesh. However, in the Digital Space Method, much

like other meshless methods that use nodes with domain of influence, one

can freely activate or deactivate a number of voxels to describe a change

in geometry. One can skip the entire process of remeshing and save much

precious human time and effort in this phase.

One major difference between the Digital Space Method and other meshless

methods is that the typical meshless methods use randomly spread points in space and for

each and every point, with a certain weight function that needs to be evaluated. The

Digital Space Method on the other hand, uses a lattice to distribute points in a uniform

manner and, only requires activating and deactivating points to define or refine the

geometry of a structure, much like switches in a digital world.

One requirement of the Digital Space Method is that, while it does not require the

weight function common to meshless methods, it does requires a volume velocity

adjustment to be made at each point. During the voxelization process, the area terms used

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78

in the Greens functions are adjusted relative to the area of the voxel to give the correct

volume velocity instead of adjusting the velocity.

A Secondary advantage comes from improved self-term calculations. In the

method of Wave Superposition, an integration technique that can handle singular

functions is required to integrate over the element area for each and every element. In the

Digital Space Method, however, all voxel areas are equal. This guaranties that all self-

terms are equal, and one can calculate them by integration or by readily available

analytical expressions. Thus, one can apply a single self-term to all of the diagonal terms

in the system matrices of all active voxels. Moreover, all the off-diagonal matrix

elements are calculated for average values from the point-to-point analytical expressions

of Green functions instead of integrating over the entire problem domain. Reduced

computation time is achieved by applying a single self-term computation to all diagonal

elements and using analytical expressions for the off-diagonal elements in the system

matrices for all active voxels.

The Digital Space Method is not, unfortunately, without caveat. If a geometry

mesh is imported for voxelization from a meshing software, certain overheads are added

such as relocating acoustic elements to digital space’s nodal points, i.e., center of voxels,

and adjusting volume velocities. However, this extraneous process is performed only

once at the beginning stage. Therefore, this will not add any further burden to perform

frequency operations that generally require heavy computational cost.

By the intrinsic nature of voxelization, the surface of a geometry is represented at

a discrete step distances away from the actual surface. This causes numerical error in two

ways.

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1. Errors in Greens function computations, since the distance, R is no longer

an exact distance between field and source points. This can be easily

improved by utilizing smaller voxels but not without heavy computational

cost.

2. Errors associated with assigning volume velocities. Since the voxels are

located away from the actual surface of a geometry (although a small

distance away) the volume velocity will have to be adjusted. However,

there is no straightforward way to determine how much the surface

velocity changes as the surface is moved away from the actual surface. To

compensate for this, however, the volume velocity can be approximated

by adjusting voxel area.

6.2 Assessment of the Accuracy of the Digital Space Method

The validation studies that compared theory versus numerical results for a

vibrating sphere ( with radially and axially oscillating modes) has shown that the error in

sound power level from the Digital Space Method falls within 1 dB over a wide range of

frequencies. In a more complex case of a cylindrical tank, vibrating in its (1,8), (1,10) and

(2,10) modes, the dB difference between a wave superposition program (POWER) using

conventional meshes and the Digital Space Method has shown less than a 2 dB difference

at the resonance frequencies at each structural mode. In summary, the overall results have

shown that the new Digital Space Method presented in this thesis can be used for a highly

accurate approximation of radiated power from an arbitrarily shaped structure.

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6.3 Future Work

The method described in this thesis has a foreseeable and promising potential

when it is used in shape –optimization studies. Since a problem domain is described in a

digital fashion, it is very intuitive to apply this method in a topological shape

optimization. While shape optimization is not new, this is a first working method where

a geometry can systematically be modified to obtain an optimal shape.

Also, for a more accurate analysis, a few improvements are suggested. First, an

improved voxelization scheme is also desired. Although finding a better voxelization

algorithm was not the main focus of this thesis, it would be profitable to employ a more

efficient voxelization scheme to reduce the error associated with representing a surface

with cubic voxels and the overhead due to importing and voxelizing a geometry.

Also, a thorough parametric study in voxelization would be beneficial to give

guidance in the voxelization process. Incorporating voxelization and the Method of

Wave Superposition is at its infancy and there has been no prior work to give guidance in

finding a best set of parameters for voxelization. For instance, in this thesis, the threshold

necessary for constructing a single layer of voxels – in order to mimic a shell mesh – is

found by trial and error.

Because of the lack of previous studies, again, a study of incorporating a different

lattice is suggested. Although a cubic lattice was chosen for its convenience and

intuitiveness for use in digital space, a cubic lattice is not the only uniform lattice. A

cubic lattice has only three axes of symmetry. Recognizing that an arbitrary shape will

more likely have a surface whose normal is not parallel to one of the three axes; it

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becomes rather challenging to describe a surface with cubic voxels, especially when the

relative surface areas deviate substantially in the analysis phase, requiring volume

velocity adjustment.

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Appendix

A Sample Matlab code for the Digital Acoustic Space Method

% Voxelization of an analytical geometry % This program voxelizes a geometry given % in a pre-defined grid of unniformly distributed nodal points. % by "activating" the nodal points that represent the surface of % geometry. % Then, calculates the Greens function between activated points % and normal % velocity information corrected for matching boundary condition %%%%%%%%%%%%%%%%%%%%%%%% % constant declaration % %%%%%%%%%%%%%%%%%%%%%%%% % rho: density of air % c: speed of sound in air % alpha: use monopole % beta: use dipole global rho c global alpha beta rho = 1.21; c=343; alpha=1; beta=0; %%%%%%%%%%%%%%%%%%%%%%%%%%%% % Grid generation 3D-case % %%%%%%%%%%%%%%%%%%%%%%%%%%%% % Rmax: size of the Digital Space in one octant % L: voxel size % area: initial voxel area % a: radius of equivalent area circle for self-term calculation % Ngrid: total number of voxels in the Digital Space % grid: voxel location information % R, rx, ry, rz: define uniform lattice Rmax = 1; L = 0.2; area = L^2; a = L/sqrt(pi); R = -Rmax:L:Rmax; R_leng = length(R); Ngrid = R_leng^3; grid = zeros(Ngrid,3); rx = R; ry = R; rz = R;

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counter = 1; for ii = 1:R_leng for jj = 1:R_leng for kk = 1:R_leng grid(counter,1) = rx(ii); grid(counter,2) = ry(jj); grid(counter,3) = rz(kk); counter = counter +1; end end end % End Grid generation % %%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%% % Analytic desc. of sphere % %%%%%%%%%%%%%%%%%%%%%%%%%%%% % radius: radius of sphere % center: center of sphere radius = 1; center = [0, 0, 0]; % Analytic desc. of sphere % %%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%% % Voxelization % %%%%%%%%%%%%%%%%% % nodes: activated voxel % normals: normal information for active voxels % sp_th:sphere threshold nodes = zeros(1,3); normals = zeros(1,3); sh_th=0.1; counter = 1; for ii = 1:Ngrid r_dist = sqrt( sum( (grid(ii,:)-center ).^2 , 2) ); if r_dist<=radius+sh_th && r_dist>=radius-sh_th nodes(counter,:) = grid(ii,:); normals(counter,:) = grid(ii,:)-center; counter = counter+1; end end n = size(nodes,1); clear grid % gets rid of excessive nodes that makes a double surface layer % remove deactive voxels % End voxelization % %%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%% %% CHEIF point %

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%%%%%%%%%%%%%%%% % chiefpt: interior point location % chief_norm: normals assigned to interior points chiefpt = [0 0 0; 0.1 0 0; -0.1 0 0]; chief_norm = [0 0 0; 0 0 0; 0 0 0]; %% CHEIF point ends % %%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%% %% Volume Velocity calc % %%%%%%%%%%%%%%%%%%%%%%%%% % v: normal velocity v = ones(n,1); %% END Volume Velocity calc % %%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% Wave Superposition Method % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % k: wave number / frequency k = [0.1:.5:10]; % calibrating factor for vv % area_sphere: surface area of original sphere % nodes_leng: number of voxels used for imported sphere % area: corrected voxel area % a: radius of equivalent area circle for self-term calculation area_sphere = 4*pi*radius^2; nodes_leng = size(nodes,1); area = area_sphere / nodes_leng; a = sqrt(area/pi); % run Wave Superpostion method for nnn = 1:length(k) alpha = 1; % turn on monopole beta = 0; % turn off dipole %construct systems matrices [g,gp] = greensfunc3(nodes,normals,k(nnn),a); % if CHIEF point is included, use the code below [g(n+1:n+size(chiefpt,1),:), gp(n+1:n+size(chiefpt,1),:)] ... = greensfunc3_CHIEF(nodes, chiefpt, normals, chief_norm ,k(nnn),a); % inverse of gp is calculated to find source strength % then matrix multiplication by g is performed to calculate % the impedance impd = gp\g; % pressure calculation from velocity p(nnn,:) = impd*v;

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% power calculation from pressure and velocity power_pv(nnn) = 1/2*real(p(nnn,:)*real(v))*area; end %% Wave Superposition Method % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

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VITA

Yong-Sin Hwang

Mr. Yong-Sin Hwang was born in Seoul, South Korea on May 28, 1976. In

December 1991, his family moved to Montreal, Canada. He graduated with a B.S. in

Applied Physics, specializing in astrophysics, along with a minor in Computer Science

from the University of Waterloo in 2000.

Mr. Hwang has since been working toward his Ph.D. in Acoustics at The

Pennsylvania State University, where he has been studying numerical methods for

radiated sound power calculation under Prof. Gary H. Koopmann.

Mr. Hwang is an active member of the Acoustical Society of America and the

Audio Engineering Society.


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