WindTurbine
From DIT Experimental Gaming Group
Contents |
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Introduction
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Methodology
A area of virtual wind was created. This wind was based on the models used in industrial level computational fluid dynamic program but scaled down so that it could be run on an ordinary PC. An approximate version of the Navier-Stokes equations used applied to the wind. A 3D wind turbine model was then created and was exposed to the virtual speed. The simulation was run at different wind speed and the amount of power the virtual turbine created was output to a spreadsheet file, where it could be used to form graphs that compared the results of the simulation with the results the turbine is expected to create in theory.
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Conclusions
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Future Work
- The current simulation model will only accurately predict the results of horizontal axis wind turbines that depend on drag to cause the majority of their rotation. Lift should also be modelled in the simulation, as this would then cover all possible turbine models.
- A user interface could be added into the simulation to make it easier to use and cause it to reach a larger audience.
- Only one type of 3D model works for the simulation, .x files. Further file types could be implemented.
- A genetic algorithm that takes a users turbine model and changes the pitch or length of the blade and tests if the new model produces more power could be implemented. This would mean that new turbine models could be discovered simply through computer brute-forcing.
