4,584 research outputs found
A constraint-stabilized time-stepping approach for piecewise smooth multibody dynamics
Rigid multibody dynamics is an important area of mathematical modeling which attempts to predict the position and velocity of a system of rigid bodies. Many methods will use smooth bodies without friction. The task is made especially more difficult in the face of noninterpenetration constraints, joint constraints, and friction forces. The difficulty that arises when noninterpenetration constraints are enforced is directly related to the fact that the usual methods of computing the distance between bodies do not give any indication of the amount of penetration when two bodies interpenetrate. Because we wish to calculate vectors that are normal to contact, and because it is necessary to determine the amount of penetration, when it exists, the classical computation of the depth of penetration when applied to convex polyhedral bodies is inefficient.We hereby describe a new method of determining when two convex polyhedra intersect and of evaluating a measure of the amount of penetration, when it exists. Our method is much more efficient than the classic computation of the penetration depth since it can be shown that its complexity grows only linearly with the size of the problem. We use our method to construct a signed distance function and implement it for use with a method for achieving geometrical constraint stabilization for a linear-complementarity-based time-stepping scheme for rigid multibody dynamics with joints, contact, and friction which, before now, was not equipped to handle polyhedral bodies. During our analysis, we describe how to compute normal vectors at contact, despite the cases when the classic derivative fails to exist.We put this analysis into a time-stepping procedure that uses a convex relaxation of a mixed linear complementarity problem with a resulting fixed point iteration that is guaranteed to converge if the friction is not too large, the time step is not too large, and the initial solution is feasible. Finally, we construct an algorithm that achieves constraint stabilization with quadratic convergence.The numerical results proved to be quite satisfactory, implying that the constraint stabilization holds, and that quadratic convergence exists
The normal parameterization and its application to collision detection
Collision detection is a central task in the simulation of multibody systems. Depending on the description of the geometry, there are many efficient algorithms to address this need. A widespread approach is the common normal concept: potential contact points on opposing surfaces have antiparallel normal vectors. However, this approach leads to implicit equations that require iterative solutions when the geometries are described by implicit functions or the common parameterizations. We introduce the normal parameterization to describe the boundary of a strictly convex object as a function of the orientation of its normal vector. This parameterization depends on a scalar function, the so-called generating potential from which all properties are derived: points on the boundary, continuity/differentiability of the boundary, curvature, offset curves or surfaces. An explicit solution for collisions with a planar counterpart is derived and four iterative algorithms for collision detection between two arbitrary objects with the normal parametrization are compared. The application of this approach for collision detection in multibody models is illustrated in a case study with two ellipsoids and several planes
Efficient Configuration Space Construction and Optimization for Motion Planning
The configuration space is a fundamental concept that is widely used in algorithmic robotics. Many applications in robotics, computer-aided design, and related areas can be reduced to computational problems in terms of configuration spaces. In this paper, we survey some of our recent work on solving two important challenges related to configuration spaces
Recommended from our members
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
- âŠ