1,645 research outputs found

    Learning to Navigate Cloth using Haptics

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    We present a controller that allows an arm-like manipulator to navigate deformable cloth garments in simulation through the use of haptic information. The main challenge of such a controller is to avoid getting tangled in, tearing or punching through the deforming cloth. Our controller aggregates force information from a number of haptic-sensing spheres all along the manipulator for guidance. Based on haptic forces, each individual sphere updates its target location, and the conflicts that arise between this set of desired positions is resolved by solving an inverse kinematic problem with constraints. Reinforcement learning is used to train the controller for a single haptic-sensing sphere, where a training run is terminated (and thus penalized) when large forces are detected due to contact between the sphere and a simplified model of the cloth. In simulation, we demonstrate successful navigation of a robotic arm through a variety of garments, including an isolated sleeve, a jacket, a shirt, and shorts. Our controller out-performs two baseline controllers: one without haptics and another that was trained based on large forces between the sphere and cloth, but without early termination.Comment: Supplementary video available at https://youtu.be/iHqwZPKVd4A. Related publications http://www.cc.gatech.edu/~karenliu/Robotic_dressing.htm

    Hydraulic and mechanical properties of glacial sediments beneath Unteraargletscher, Switzerland: implications for glacier basal motion

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    The force on a ‘ploughmeter’ and subglacial water pressure have been measured in the same borehole at Unteraargletscher, Switzerland, in order to investigate ice–sediment coupling and the motion at the base of a soft-bedded glacier. A strong inverse correlation of the recorded pressure and force fluctuations, in conjunction with a significant time lag between the two signals, suggests that pore-water pressures directly affect the strength of the subglacial sediment. The lag is interpreted to reflect the time required for the water-pressure wave to propagate through the pores of the sediment to the depth of the ploughmeter. Analysis of the propagation velocity of this pressure wave yielded an estimate of the hydraulic diffusivity, a key parameter necessary to characterize transient pore-water flow. Furthermore, the inferred inverse relationship between pore-water pressure and sediment strength implies that Coulomb-plastic deformation is an appropriate rheological model for the sediment underlying Unteraargletscher. However, the sediment strength as derived from the ploughmeter data was found to be one order of magnitude smaller than that calculated for a Coulomb-frictional material using the water-pressure measurements. This significant discrepancy might result from pore-water pressures in excess of hydrostatic down-glacier from the ploughmeter. As the ploughmeter is dragged through the sediment, sediment is compressed. If the rate of this compression is large relative to the rate at which pore water can drain away, excess pore-water pressures will develop that have the potential to weaken the sediment. The same process could lead to highly fluid sediment down-glacier from clasts that protrude into the glacier sole and thus would otherwise provide the roughness to couple the glacier to its bed (Iverson, 1999). Rapidly sliding glaciers overlying sediments might therefore move predominantly by ‘ploughing’, which tends to focus basal motion near the glacier sole rather than at depth in the bed

    Collision response analysis and fracture simulation of deformable objects for computer graphics

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    Computer Animation is a sub-field of computer graphics with an emphasis on the time-dependent description of interested events. It has been used in many disciplines such as entertainment, scientific visualization, industrial design, multimedia, etc. Modeling of deformable objects in a dynamic interaction and/or fracture process has been an active research topic in the past decade. The main objective of this thesis is to provide a new effective approach to address the dynamic interaction and fracture simulation. With respect to the dynamic interaction between deformable objects, this thesis proposes a new semi-explicit local collision response analysis (CRA) algorithm which is better than most of previous approaches in three aspects: computational efficiency, accuracy mid generality. The computational cost of the semi-explicit local CRA algorithm is guaranteed to be O('n') for each time step, which is especially desirable for the collision response analysis of complex systems. With the use of the Lagrange multiplier method, the send-explicit local CPA algorithm avoids shortcomings associated with the penalty method and provides an accurate description of detailed local deformation during a collision process. The generic geometric constraint and the Gauss-Seidel iteration for enforcing the loading constraint such as Coulomb friction law make the semi-explicit local CRA algorithm to be general enough to handle arbitrary oblique collisions. The experimental results indicate that the semi-explicit local CRA approach is capable of capturing all the key features during collision of deformable objects and matches closely with the theoretical solution of a classic collision problem in solid mechanics. In the fracture simulation, a new element-split method is proposed, which has a sounder mechanical basis than previous approaches in computer graphics and is more flexible to accommodate different material fracture criteria such that different failure patterns are obtained accordingly. Quantitative simulation results show that the element-split approach is consistent with the theoretical Mohr's circle analysis and the slip-line theory in plasticity, while qualitative results indicate its visual effectiveness

    Sensitivity of hip tissues contact evaluation to the methods used for estimating the hip joint center of rotation

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    Computer-based simulations of human hip joints generally include investigating contacts happening among soft or hard tissues during hip movement. In many cases, hip movement is approximated as rotation about an estimated hip center. In this paper, we investigate the effect of different methods used for estimating hip joint center of rotation on the results acquired from hip simulation. For this reason, we use three dimensional models of hip tissues reconstructed from MRI datasets of 10 subjects, and estimate their center of rotation by applying five different methods (including both predictive and functional approaches). Then, we calculate the amount of angular and radial penetrations that happen among three dimensional meshes of cartilages, labrum, and femur bone, when hip is rotating about different estimated centers of rotation. The results indicate that hip simulation can be highly affected by the method used for estimating hip center of rotation. However, under some conditions (e.g. when Adduction or External Rotation are considered) we can expect to have a more robust simulation. In addition, it was observed that applying some methods (e.g. the predictive approach based on acetabulum) may result in less robust simulation, comparing to the other method

    Robust interactive simulation of deformable solids with detailed geometry using corotational FEM

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    This thesis focuses on the interactive simulation of highly detailed deformable solids modelled with the Corotational Finite Element Method. Starting from continuum mechanics we derive the discrete equations of motion and present a simulation scheme with support for user-in-the-loop interaction, geometric constraints and contact treatment. The interplay between accuracy and computational cost is discussed in depth, and practical approximations are analyzed with an emphasis on robustness and efficiency, as required by interactive simulation. The first part of the thesis focuses on deformable material discretization using the Finite Element Method with simplex elements and a corotational linear constitutive model, and presents our contributions to the solution of widely reported robustness problems in case of large stretch deformations and finite element degeneration. First,we introduce a stress differential approximation for quasi-implicit corotational linear FEM that improves its results for large deformations and closely matches the fullyimplicit solution with minor computational overhead. Next, we address the problem ofrobustness and realism in simulations involving element degeneration, and show that existing methods have previously unreported flaws that seriously threaten robustness and physical plausibility in interactive applications. We propose a new continuous-time approach, degeneration-aware polar decomposition, that avoids such flaws and yields robust degeneration recovery. In the second part we focus on geometry representation and contact determination for deformable solids with highly detailed surfaces. Given a high resolution closed surface mesh we automatically build a coarse embedding tetrahedralization and a partitioned representation of the collision geometry in a preprocess. During simulation, our proposed contact determination algorithm finds all intersecting pairs of deformed triangles using a memory-efficient barycentric bounding volume hierarchy, connects them into potentially disjoint intersection curves and performs a topological flood process on the exact intersection surfaces to discover a minimal set of contact points. A novel contact normal definition is used to find contact point correspondences suitable for contact treatment.Aquesta tesi tracta sobre la simulació interactiva de sòlids deformables amb superfícies detallades, modelats amb el Mètode dels Elements Finits (FEM) Corotacionals. A partir de la mecànica del continuu derivem les equacions del moviment discretes i presentem un esquema de simulació amb suport per a interacció d'usuari, restriccions geomètriques i tractament de contactes. Aprofundim en la interrelació entre precisió i cost de computació, i analitzem aproximacions pràctiques fent èmfasi en la robustesa i l'eficiència necessàries per a la simulació interactiva. La primera part de la tesi es centra en la discretització del material deformable mitjançant el Mètode dels Elements Finits amb elements de tipus s'implex i un model constituent basat en elasticitat linial corotacional, i presenta les nostres contribucions a la solució de problemes de robustesa àmpliament coneguts que apareixen en cas de sobreelongament i degeneració dels elements finits. Primer introduïm una aproximació dels diferencials d'estress per a FEM linial corotacional amb integració quasi-implícita que en millora els resultats per a deformacions grans i s'apropa a la solució implícita amb un baix cost computacional. A continuació tractem el problema de la robustesa i el realisme en simulacions que inclouen degeneració d'elements finits, i mostrem que els mètodes existents presenten inconvenients que posen en perill la robustesa plausibilitat de la simulació en aplicacions interactives. Proposem un enfocament nou basat en temps continuu, la descomposició polar amb coneixement de degeneració, que evita els inconvenients esmentats i permet corregir la degeneració de forma robusta. A la segona part de la tesi ens centrem en la representació de geometria i la determinació de contactes per a sòlids deformables amb superfícies detallades. A partir d'una malla de superfície tancada construím una tetraedralització englobant de forma automàtica en un preprocés, i particionem la geometria de colisió. Proposem un algorisme de detecció de contactes que troba tots els parells de triangles deformats que intersecten mitjançant una jerarquia de volums englobants en coordenades baricèntriques, els connecta en corbes d'intersecció potencialment disjuntes i realitza un procés d'inundació topològica sobre les superfícies d'intersecció exactes per tal de descobrir un conjunt mínim de punts de contacte. Usem una definició nova de la normal de contacte per tal de calcular correspondències entre punts de contacte útils per al seu tractament.Postprint (published version

    Physics-Based Modeling of Nonrigid Objects for Vision and Graphics (Dissertation)

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    This thesis develops a physics-based framework for 3D shape and nonrigid motion modeling for computer vision and computer graphics. In computer vision it addresses the problems of complex 3D shape representation, shape reconstruction, quantitative model extraction from biomedical data for analysis and visualization, shape estimation, and motion tracking. In computer graphics it demonstrates the generative power of our framework to synthesize constrained shapes, nonrigid object motions and object interactions for the purposes of computer animation. Our framework is based on the use of a new class of dynamically deformable primitives which allow the combination of global and local deformations. It incorporates physical constraints to compose articulated models from deformable primitives and provides force-based techniques for fitting such models to sparse, noise-corrupted 2D and 3D visual data. The framework leads to shape and nonrigid motion estimators that exploit dynamically deformable models to track moving 3D objects from time-varying observations. We develop models with global deformation parameters which represent the salient shape features of natural parts, and local deformation parameters which capture shape details. In the context of computer graphics, these models represent the physics-based marriage of the parameterized and free-form modeling paradigms. An important benefit of their global/local descriptive power in the context of computer vision is that it can potentially satisfy the often conflicting requirements of shape reconstruction and shape recognition. The Lagrange equations of motion that govern our models, augmented by constraints, make them responsive to externally applied forces derived from input data or applied by the user. This system of differential equations is discretized using finite element methods and simulated through time using standard numerical techniques. We employ these equations to formulate a shape and nonrigid motion estimator. The estimator is a continuous extended Kalman filter that recursively transforms the discrepancy between the sensory data and the estimated model state into generalized forces. These adjust the translational, rotational, and deformational degrees of freedom such that the model evolves in a consistent fashion with the noisy data. We demonstrate the interactive time performance of our techniques in a series of experiments in computer vision, graphics, and visualization

    Real-Time Numerical Simulation for Accurate Soft Tissues Modeling during Haptic Interaction

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    The simulation of fabrics physics and its interaction with the human body has been largely studied in recent years to provide realistic-looking garments and wears specifically in the entertainment business. When the purpose of the simulation is to obtain scientific measures and detailed mechanical properties of the interaction, the underlying physical models should be enhanced to obtain better simulation accuracy increasing the modeling complexity and relaxing the simulation timing constraints to properly solve the set of equations under analysis. However, in the specific field of haptic interaction, the desiderata are to have both physical consistency and high frame rate to display stable and coherent stimuli as feedback to the user requiring a tradeoff between accuracy and real-time interaction. This work introduces a haptic system for the evaluation of the fabric hand of specific garments either existing or yet to be produced in a virtual reality simulation. The modeling is based on the co-rotational Finite Element approach that allows for large displacements but the small deformation of the elements. The proposed system can be beneficial for the fabrics industry both in the design phase or in the presentation phase, where a virtual fabric portfolio can be shown to customers around the world. Results exhibit the feasibility of high-frequency real-time simulation for haptic interaction with virtual garments employing realistic mechanical properties of the fabric materials
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