983 research outputs found
Multi-contact Walking Pattern Generation based on Model Preview Control of 3D COM Accelerations
We present a multi-contact walking pattern generator based on preview-control
of the 3D acceleration of the center of mass (COM). A key point in the design
of our algorithm is the calculation of contact-stability constraints. Thanks to
a mathematical observation on the algebraic nature of the frictional wrench
cone, we show that the 3D volume of feasible COM accelerations is a always a
downward-pointing cone. We reduce its computation to a convex hull of (dual) 2D
points, for which optimal O(n log n) algorithms are readily available. This
reformulation brings a significant speedup compared to previous methods, which
allows us to compute time-varying contact-stability criteria fast enough for
the control loop. Next, we propose a conservative trajectory-wide
contact-stability criterion, which can be derived from COM-acceleration volumes
at marginal cost and directly applied in a model-predictive controller. We
finally implement this pipeline and exemplify it with the HRP-4 humanoid model
in multi-contact dynamically walking scenarios
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Articular human joint modelling
Copyright @ Cambridge University Press 2009.The work reported in this paper encapsulates the theories and algorithms developed to drive the core analysis modules of the software which has been developed to model a musculoskeletal structure of anatomic joints. Due to local bone surface and contact geometry based joint kinematics, newly developed algorithms make the proposed modeller different from currently available modellers. There are many modellers that are capable of modelling gross human body motion. Nevertheless, none of the available modellers offer complete elements of joint modelling. It appears that joint modelling is an extension of their core analysis capability, which, in every case, appears to be musculoskeletal motion dynamics. It is felt that an analysis framework that is focused on human joints would have significant benefit and potential to be used in many orthopaedic applications. The local mobility of joints has a significant influence in human motion analysis, in understanding of joint loading, tissue behaviour and contact forces. However, in order to develop a bone surface based joint modeller, there are a number of major problems, from tissue idealizations to surface geometry discretization and non-linear motion analysis. This paper presents the following: (a) The physical deformation of biological tissues as linear or non-linear viscoelastic deformation, based on spring-dashpot elements. (b) The linear dynamic multibody modelling, where the linear formulation is established for small motions and is particularly useful for calculating the equilibrium position of the joint. This model can also be used for finding small motion behaviour or loading under static conditions. It also has the potential of quantifying the joint laxity. (c) The non-linear dynamic multibody modelling, where a non-matrix and algorithmic formulation is presented. The approach allows handling complex material and geometrical nonlinearity easily. (d) Shortest path algorithms for calculating soft tissue line of action geometries. The developed algorithms are based on calculating minimum âsurface massâ and âsurface covarianceâ. An improved version of the âsurface covarianceâ algorithm is described as âresidual covarianceâ. The resulting path is used to establish the direction of forces and moments acting on joints. This information is needed for linear or non-linear treatment of the joint motion. (e) The final contribution of the paper is the treatment of the collision. In the virtual world, the difficulty in analysing bodies in motion arises due to body interpenetrations. The collision algorithm proposed in the paper involves finding the shortest projected ray from one body to the other. The projection of the body is determined by the resultant forces acting on it due to soft tissue connections under tension. This enables the calculation of collision condition of non-convex objects accurately. After the initial collision detection, the analysis involves attaching special springs (stiffness only normal to the surfaces) at the âpotentially colliding pointsâ and motion of bodies is recalculated. The collision algorithm incorporates the rotation as well as translation. The algorithm continues until the joint equilibrium is achieved. Finally, the results obtained based on the software are compared with experimental results obtained using cadaveric joints
Fast Penetration Depth Estimation for Elastic Bodies
We present a fast penetration depth estimation algorithm between deformable polyhedral objects. We assume the continuum of non-rigid models are discretized using standard techniques, such as finite element or finite difference methods. As the objects deform, the pre-computed distance fields are deformed accordingly to estimate penetration depth, allowing enforcement of non-penetration constraints between two colliding elastic bodies. This approach can automatically handle self-penetration and inter-penetration in a uniform manner. We demonstrate its effectiveness on moderately complex simulation scenes
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