Abstract

This paper is the second part of the two-part series, which describes the kinematic simulation of the grinding process. The complex wheel–workpiece interaction is taken into consideration in the generation of the workpiece surface. An algorithm is proposed to identify the active abrasive grains and their attack angles from the wheel topography. Based on the critical values of the attack angle, the abrasive grain is determined either to cut, plough or rub the workpiece. A numerical example is used to validate the approach.

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