610 research outputs found
On-the-Fly Workspace Visualization for Redundant Manipulators
This thesis explores the possibilities of on-line workspace rendering for redundant robotic manipulators via parallelized computation on the graphics card. Several visualization schemes for different workspace types are devised, implemented and evaluated. Possible applications are visual support for the operation of manipulators, fast workspace analyses in time-critical scenarios and interactive workspace exploration for design and comparison of robots and tools
Automated CNC Tool Path Planning and Machining Simulation on Highly Parallel Computing Architectures
This work has created a completely new geometry representation for the CAD/CAM area that was initially designed for highly parallel scalable environment. A methodology was also created for designing highly parallel and scalable algorithms that can use the developed geometry representation. The approach used in this work is to move parallel algorithm design complexity from an algorithm level to a data representation level. As a result the developed methodology allows an easy algorithm design without worrying too much about the underlying hardware. However, the developed algorithms are still highly parallel because the underlying geometry model is highly parallel. For validation purposes, the developed methodology and geometry representation were used for designing CNC machine simulation and tool path planning algorithms. Then these algorithms were implemented and tested on a multi-GPU system. Performance evaluation of developed algorithms has shown great parallelizability and scalability; and that main algorithm properties are required for modern highly parallel environment. It was also proved that GPUs are capable of performing work an order of magnitude faster than traditional central processors. The last part of the work demonstrates how high performance that comes with highly parallel hardware can be used for development of a next level of automated CNC tool path planning systems. As a proof of concept, a fully automated tool path planning system capable of generating valid G-code programs for 5-axis CNC milling machines was developed. For validation purposes, the developed system was used for generating tool paths for some parts and results were used for machining simulation and experimental machining. Experimental results have proved from one side that the developed system works. And from another side, that highly parallel hardware brings computational resources for algorithms that were not even considered before due to computational requirements, but can provide the next level of automation for modern manufacturing systems
Real-time detection of geometric interference : application to full-body 5-axis haptics
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 1999.Includes bibliographical references (leaves 81-83).Stephen Ho.S.M
Automated Process Planning for Five-Axis Point Milling of Sculptured Surfaces
Ph.DDOCTOR OF PHILOSOPH
A haptic stencil for manufacturing applications
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2004.Includes bibliographical references (p. 86-90).The haptic stencil consists of a 5 DOF haptic device and an anti-collision algorithm that acts as a geometric stencil and can be used for a variety of applications ranging from training to rapid prototyping and manufacturing. Online manipulation of a three-axis desktop milling machine was established using this setup. This work describes the algorithm design used to achieve the required performance and stencil-like behavior with specific reference to machining applications. Some of the primary aspects of this design include the collision detection, collision remediation and control methodologies employed. The parameters on which these methodologies depended and how they were developed are the focus of this work. Collision detection is the core of any haptic interaction as it determines whether or not contact has been established between the virtual objects and therefore is essential in deciding the appropriate haptic feedback. In the case of the haptic stencil, the collision detection algorithm would have to identify whether or not contact occurs between the haptic probe-controlled tool object and the stationary part object. Collision remediation provides the stencil-like behavior by enforcing geometric constraints on the regions/surfaces by preventing penetration by the tool object. The results from the collision detection and collision remediation modules are used to control the desktop milling machine which cuts out a copy of the part object used in the haptic simulation from a given stock according to the motions specified on the haptic probe by the operator. Speed control is necessary in order to ensure that motions from the human operator are not lost due to the different communication speeds between the various modules of this setup.(cont.) Speed control also helps in providing as 'real-time' a machining experience as possible for a given part and stock combination.by Kirti Ramesh Mansukhani.S.M
Computing tool accessibility of polyhedral models for toolpath planning in multi-axis machining
This dissertation focuses on three new methods for calculating visibility and accessibility, which contribute directly to the precise planning of setup and toolpaths in a Computer Numerical Control (CNC) machining process. They include 1) an approximate visibility determination method; 2) an approximate accessibility determination method and 3) a hybrid visibility determination method with an innovative computation time reduction strategy. All three methods are intended for polyhedral models.
First, visibility defines the directions of rays from which a surface of a 3D model is visible. Such can be used to guide machine tools that reach part surfaces in material removal processes. In this work, we present a new method that calculates visibility based on 2D slices of a polyhedron. Then we show how visibility results determine a set of feasible axes of rotation for a part. This method effectively reduces a 3D problem to a 2D one and is embarrassingly parallelizable in nature. It is an approximate method with controllable accuracy and resolution. The method’s time complexity is linear to both the number of polyhedron’s facets and number of slices. Lastly, due to representing visibility as geodesics, this method enables a quick visible region identification technique which can be used to locate the rough boundary of true visibility.
Second, tool accessibility defines the directions of rays from which a surface of a 3D model is accessible by a machine tool (a tool’s body is included for collision avoidance). In this work, we present a method that computes a ball-end tool’s accessibility as visibility on the offset surface. The results contain all feasible orientations for a surface instead of a Boolean answer. Such visibility-to-accessibility conversion is also compatible with various kinds of facet-based visibility methods.
Third, we introduce a hybrid method for near-exact visibility. It incorporates an exact visibility method and an approximate visibility method aiming to balance computation time and accuracy. The approximate method is used to divide the visibility space into three subspaces; the visibility of two of them are fully determined. The exact method is then used to determine the exact visibility boundary in the subspace whose visibility is undetermined. Since the exact method can be used alone to determine visibility, this method can be viewed as an efficiency improvement for it. Essentially, this method reduces the processing time for exact computation at the cost of introducing approximate computation overhead. It also provides control over the ratio of exact-approximate computation
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A virtual environment for the modelling, simulation and manufacturing of orthopaedic devices
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The objective of this work is to investigate whether the game physics based
modelling is accurate enough to be used in modelling the motion of the human body,
in particular musculoskeletal motion. Hitherto, the implementation of game physics
in the medical field focused only on anatomical representation for education and
training purposes. Introducing gaming platforms and physics engines into
orthopaedics applications will help to overcome several difficulties encountered in
the modelling of articular joints. Implementing a physics engine (PhysX), which is mainly designed for video games, handles intensive computations in optimized ways
at an interactive speed. In this study, the capabilities of the physics engine (PhysX)
and gaming platform for modelling and simulating articular joints are evaluated.
First, a preliminary validation is carried out for mechanical systems with analytical
solutions, before constructing the musculoskeletal model to evaluate the consistency of gaming platforms. The developed musculoskeletal model deals with the human joint as an unconstrained system with 6 DOF which is not available with other joint modeller. The model articulation is driven by contact surfaces and the stiffness of surrounding tissues. A number of contributions, such as contact modelling and
muscle wrapping, have been made in this research to overcome some existing
challenges in joint modelling. Using muscle segmentation, the proposed technique
effectively handles the problem of muscle wrapping, a major concern for many; thus
the shortest path and line of action are no longer problematic. Collision behaviour
has also shown a stable response for colliding as well as resting objects, provided that it is based on the principles of surface properties and the conservation of linear and angular momentums. The precision of collision detection and response are within an acceptable tolerance controllable by varying the mesh density. An image based analysis system is developed in this thesis, mainly in order to validate the
proposed physics based modelling solution. This minimally invasive method is based
on the analysis of marker positions located at bony positions with minimal skin
movement. The image based system overcomes several challenges associated with
the currently existing methods, such as inaccuracy, complication, impracticability
and cost. The analysis part of this research has considered the elbow joint as a case
study to investigate and validate the proposed physics based model. Beside the
interactive 3D simulation, the obtained results are validated by comparing them with
the image based system developed within the current research to investigate joint
kinematics and laxity and also with published material, MJM and results from
experiments performed at the Brunel Orthopaedic Research and Learning Centre.
The proposed modelling shows the advantageous speed, reliability and flexibility of the proposed model. It is shown that the gaming platform and physics engine provide a viable solution to human musculoskeletal modelling. Finally, this thesis considers an extended implementation of the proposed platform for testing and assessing the design of custom-made implants, to enhance joint performance. The developed simulation software is expected to give indicative results as well as testing different types of prosthetic implant. Design parameterization and sensitivity analysis for geometrical features are discussed. Thus, an integrated environment is proposed to link the real-time simulation software with a manufacturing environment so as to assist the production of patient specific implants by rapid manufacturing
Automation and Robotics: Latest Achievements, Challenges and Prospects
This SI presents the latest achievements, challenges and prospects for drives, actuators, sensors, controls and robot navigation with reverse validation and applications in the field of industrial automation and robotics. Automation, supported by robotics, can effectively speed up and improve production. The industrialization of complex mechatronic components, especially robots, requires a large number of special processes already in the pre-production stage provided by modelling and simulation. This area of research from the very beginning includes drives, process technology, actuators, sensors, control systems and all connections in mechatronic systems. Automation and robotics form broad-spectrum areas of research, which are tightly interconnected. To reduce costs in the pre-production stage and to reduce production preparation time, it is necessary to solve complex tasks in the form of simulation with the use of standard software products and new technologies that allow, for example, machine vision and other imaging tools to examine new physical contexts, dependencies and connections
Visualization And Collision Detection Of Direct Metal Deposition
Direct metal deposition (DMD) is a manufacturing technique that manufactures solid metal parts from bottom to top using powdered metal and a focused laser. In this research, the swept volume technique was used as framework to develop a computer program to perform volumetric visualization of the deposition process as a pre-processor, before the actual metal deposition commences
Computational Techniques to Predict Orthopaedic Implant Alignment and Fit in Bone
Among the broad palette of surgical techniques employed in the current orthopaedic practice, joint replacement represents one of the most difficult and costliest surgical procedures. While numerous recent advances suggest that computer assistance can dramatically improve the precision and long term outcomes of joint arthroplasty even in the hands of experienced surgeons, many of the joint replacement protocols continue to rely almost exclusively on an empirical basis that often entail a succession of trial and error maneuvers that can only be performed intraoperatively. Although the surgeon is generally unable to accurately and reliably predict a priori what the final malalignment will be or even what implant size should be used for a certain patient, the overarching goal of all arthroplastic procedures is to ensure that an appropriate match exists between the native and prosthetic axes of the articulation.
To address this relative lack of knowledge, the main objective of this thesis was to develop a comprehensive library of numerical techniques capable to: 1) accurately reconstruct the outer and inner geometry of the bone to be implanted; 2) determine the location of the native articular axis to be replicated by the implant; 3) assess the insertability of a certain implant within the endosteal canal of the bone to be implanted; 4) propose customized implant geometries capable to ensure minimal malalignments between native and prosthetic axes. The accuracy of the developed algorithms was validated through comparisons performed against conventional methods involving either contact-acquired data or navigated implantation approaches, while various customized implant designs proposed were tested with an original numerical implantation method.
It is anticipated that the proposed computer-based approaches will eliminate or at least diminish the need for undesirable trial and error implantation procedures in a sense that present error-prone intraoperative implant insertion decisions will be at least augmented if not even replaced by optimal computer-based solutions to offer reliable virtual “previews” of the future surgical procedure. While the entire thesis is focused on the elbow as the most challenging joint replacement surgery, many of the developed approaches are equally applicable to other upper or lower limb articulations
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