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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 ‘surface mass’ and ‘surface covariance’. An improved version of the ‘surface covariance’ algorithm is described as ‘residual covariance’. 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 ‘potentially colliding points’ 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
Distance Computation between Convex Objects using Axis-Aligned Bounding-Box in Virtual Environment Application
Performing collision detection between convex objects in virtual environment simulation is one of vital problems in computer visualization research area. Given a set of two or more colliding objects, in order to determine the exact point of contact between object we need to undergo various high computation algorithm. In this paper, we describes our current work of determining the precise contact by measuring the distance between near colliding objects in order to maintain the accuracy and improve the speed of collision detection algorithm. Common method determine the distance by checking for vertices and edges point between objects in brute force condition. Compared to our method, by given set of objects in virtual environment world, we find the closest point between near colliding objects and bound the potential colliding area with an Axis-Aligned Bounding-Box. Then, we approximate the distance by measuring the distance of the box itself and hence recognize potential colliding area faster than the common method. Our method proven to most effective and efficient for narrow phase collision detection by removing unnecessary testing and reduced computational cost
Simulating Hard Rigid Bodies
Several physical systems in condensed matter have been modeled approximating
their constituent particles as hard objects. The hard spheres model has been
indeed one of the cornerstones of the computational and theoretical description
in condensed matter. The next level of description is to consider particles as
rigid objects of generic shape, which would enrich the possible phenomenology
enormously. This kind of modeling will prove to be interesting in all those
situations in which steric effects play a relevant role. These include biology,
soft matter, granular materials and molecular systems. With a view to
developing a general recipe for event-driven Molecular Dynamics simulations of
hard rigid bodies, two algorithms for calculating the distance between two
convex hard rigid bodies and the contact time of two colliding hard rigid
bodies solving a non-linear set of equations will be described. Building on
these two methods, an event-driven molecular dynamics algorithm for simulating
systems of convex hard rigid bodies will be developed and illustrated in
details. In order to optimize the collision detection between very elongated
hard rigid bodies, a novel nearest-neighbor list method based on an oriented
bounding box will be introduced and fully explained. Efficiency and performance
of the new algorithm proposed will be extensively tested for uniaxial hard
ellipsoids and superquadrics. Finally applications in various scientific fields
will be reported and discussed.Comment: 36 pages, 17 figure
Distance Computation using Axis Aligned Bounding Box (AABB) Parallel Distribution of Dynamic Origin Point
Performing accurate and precise collision detection
method be-tween objects in virtual environment application such as computer games and medical simulation is important in computer graphics research and development. Given pair of
objects that near colliding, numerous mechanic has been
developed by researchers in order to minimize computation time and increase accuracy of the detection. However, most of these techniques required a lot of computational cost, extra processing power and complex algebraic equations just to solve distance between near colliding objects. In this paper, we described an alternate technique, which is a theoretical framework of novel technique in order to find the optimum closest distance between two or more convex polyhedral in virtual environment application. Given pair of near colliding objects, we proposed an easy to implement mechanism using dynamic origin point by creating inner and middle Axis Aligned Bounding-Box just to find closest distance between objects. We believed that the technique is suitable to be used in any game engine tools for computer games and medical simulation
Kinetic and Dynamic Delaunay tetrahedralizations in three dimensions
We describe the implementation of algorithms to construct and maintain
three-dimensional dynamic Delaunay triangulations with kinetic vertices using a
three-simplex data structure. The code is capable of constructing the geometric
dual, the Voronoi or Dirichlet tessellation. Initially, a given list of points
is triangulated. Time evolution of the triangulation is not only governed by
kinetic vertices but also by a changing number of vertices. We use
three-dimensional simplex flip algorithms, a stochastic visibility walk
algorithm for point location and in addition, we propose a new simple method of
deleting vertices from an existing three-dimensional Delaunay triangulation
while maintaining the Delaunay property. The dual Dirichlet tessellation can be
used to solve differential equations on an irregular grid, to define partitions
in cell tissue simulations, for collision detection etc.Comment: 29 pg (preprint), 12 figures, 1 table Title changed (mainly
nomenclature), referee suggestions included, typos corrected, bibliography
update
Revisión de literatura de jerarquía volúmenes acotantes enfocados en detección de colisiones
(Eng) A bounding volume is a common method to simplify object representation by using the composition of geometrical shapes that enclose the object; it encapsulates complex objects by means of simple volumes and it is widely useful in collision detection applications and ray tracing for rendering algorithms. They are popular in computer graphics and computational geometry. Most popular bounding volumes are spheres, Oriented-Bounding Boxe s (OBB’ s), Axis-Align ed Bound ing Boxes (AABB’ s); moreover , the literature review includes ellipsoids, cylinders, sphere packing, sphere shells , k-DOP’ s, convex hulls, cloud of points, and minimal bounding boxe s, among others. A Bounding Volume Hierarchy is ussualy a tree in which the complete object is represented thigter fitting every level of the hierarchy. Additionally, each bounding volume has a cost associated to construction, update, and interference te ts. For instance, spheres are invariant to rotation and translations, then they do not require being updated ; their constructions and interference tests are more straightforward then OBB’ s; however, their tightness is lower than other bounding volumes. Finally , three comparisons between two polyhedra; seven different algorithms were used, of which five are public libraries for collision detection.(Spa) Un volumen acotante es un método común para simplificar la representación de los objetos por medio de composición
de formas geométricas que encierran el objeto; estos encapsulan objetos complejos por medio de volúmenes simples y
son ampliamente usados en aplicaciones de detección de colisiones y trazador de rayos para algoritmos de renderización.
Los volúmenes acotantes son populares en computación gráfica y en geometría computacional; los más populares son las
esferas, las cajas acotantes orientadas (OBB’s) y las cajas acotantes alineadas a los ejes (AABB’s); no obstante, la literatura
incluye elipses, cilindros empaquetamiento de esferas, conchas de esferas, k-DOP’s, convex hulls, nubes de puntos y cajas
acotantes mínimas, entre otras. Una jerarquía de volúmenes acotantes es usualmente un árbol, en el cual la representación
de los objetos es más ajustada en cada uno de los niveles de la jerarquía. Adicionalmente, cada volumen acotante tiene
asociado costos de construcción, actualización, pruebas de interferencia. Por ejemplo, las esferas so invariantes a rotación
y translación, por lo tanto no requieren ser actualizadas en comparación con los AABB no son invariantes a la rotación.
Por otro lado la construcción y las pruebas de solapamiento de las esferas son más simples que los OBB’s; sin embargo, el
ajuste de las esferas es menor que otros volúmenes acotantes. Finalmente, se comparan dos poliedros con siete algoritmos
diferentes de los cuales cinco son librerías públicas para detección de colisiones
GPU-based proximity query processing on unstructured triangular mesh model
This paper presents a novel proximity query (PQ) approach capable to detect the collision and calculate the minimal Euclidean distance between two non-convex objects in 3D, namely the robot and the environment. Such approaches are often considered as computationally demanding problems, but are of importance to many applications such as online simulation of haptic feedback and robot collision-free trajectory. Our approach enables to preserve the representation of unstructured environment in the form of triangular meshes. The proposed PQ algorithm is computationally parallel so that it can be effectively implemented on graphics processing units (GPUs). A GPU-based computation scheme is also developed and customized, which shows >200 times faster than an optimized CPU with single core. Comprehensive validation is also conducted on two simulated scenarios in order to demonstrate the practical values of its potential application in image-guided surgical robotics and humanoid robotic control.published_or_final_versio
The Double Hierarchy Method: a parallel 3D contact method for the interaction of spherical particles with rigid FE boundaries using the DEM
The final publication is available at Springer via http://dx.doi.org/10.1007/s40571-016-0109-4In this work, we present a new methodology for the treatment of the contact interaction between rigid boundaries and spherical discrete elements (DE). Rigid body parts are present in most of large-scale simulations. The surfaces of the rigid parts are commonly meshed with a finite element-like (FE) discretization. The contact detection and calculation between those DE and the discretized boundaries is not straightforward and has been addressed by different approaches. The algorithm presented in this paper considers the contact of the DEs with the geometric primitives of a FE mesh, i.e. facet, edge or vertex. To do so, the original hierarchical method presented by Horner et al. (J Eng Mech 127(10):1027–1032, 2001) is extended with a new insight leading to a robust, fast and accurate 3D contact algorithm which is fully parallelizable. The implementation of the method has been developed in order to deal ideally with triangles and quadrilaterals. If the boundaries are discretized with another type of geometries, the method can be easily extended to higher order planar convex polyhedra. A detailed description of the procedure followed to treat a wide range of cases is presented. The description of the developed algorithm and its validation is verified with several practical examples. The parallelization capabilities and the obtained performance are presented with the study of an industrial application example.Peer ReviewedPostprint (author's final draft
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