77 research outputs found
Dynamic Neuromechanical Sets for Locomotion
Most biological systems employ multiple redundant actuators, which is a complicated problem of controls and analysis. Unless assumptions about how the brain and body work together, and assumptions about how the body prioritizes tasks are applied, it is not possible to find the actuator controls. The purpose of this research is to develop computational tools for the analysis of arbitrary musculoskeletal models that employ redundant actuators. Instead of relying primarily on optimization frameworks and numerical methods or task prioritization schemes used typically in biomechanics to find a singular solution for actuator controls, tools for feasible sets analysis are instead developed to find the bounds of possible actuator controls. Previously in the literature, feasible sets analysis has been used in order analyze models assuming static poses. Here, tools that explore the feasible sets of actuator controls over the course of a dynamic task are developed. The cost-function agnostic methods of analysis developed in this work run parallel and in concert with other methods of analysis such as principle components analysis, muscle synergies theory and task prioritization. Researchers and healthcare professionals can gain greater insights into decision making during behavioral tasks by layering these other tools on top of feasible sets analysis
Efficient computation of discrete Voronoi diagram and homotopy-preserving simplified medial axis of a 3d polyhedron
The Voronoi diagram is a fundamental geometric data structure and has been well studied in computational geometry and related areas. A Voronoi diagram defined using the Euclidean distance metric is also closely related to the Blum medial axis, a well known skeletal representation. Voronoi diagrams and medial axes have been shown useful for many 3D computations and operations, including proximity queries, motion planning, mesh generation, finite element analysis, and shape analysis. However, their application to complex 3D polyhedral and deformable models has been limited. This is due to the difficulty of computing exact Voronoi diagrams in an efficient and reliable manner. In this dissertation, we bridge this gap by presenting efficient algorithms to compute discrete Voronoi diagrams and simplified medial axes of 3D polyhedral models with geometric and topological guarantees. We apply these algorithms to complex 3D models and use them to perform interactive proximity queries, motion planning and skeletal computations. We present three new results. First, we describe an algorithm to compute 3D distance fields of geometric models by using a linear factorization of Euclidean distance vectors. This formulation maps directly to the linearly interpolating graphics rasterization hardware and enables us to compute distance fields of complex 3D models at interactive rates. We also use clamping and culling algorithms based on properties of Voronoi diagrams to accelerate this computation. We introduce surface distance maps, which are a compact distance vector field representation based on a mesh parameterization of triangulated two-manifolds, and use them to perform proximity computations. Our second main result is an adaptive sampling algorithm to compute an approximate Voronoi diagram that is homotopy equivalent to the exact Voronoi diagram and preserves topological features. We use this algorithm to compute a homotopy-preserving simplified medial axis of complex 3D models. Our third result is a unified approach to perform different proximity queries among multiple deformable models using second order discrete Voronoi diagrams. We introduce a new query called N-body distance query and show that different proximity queries, including collision detection, separation distance and penetration depth can be performed based on Nbody distance query. We compute the second order discrete Voronoi diagram using graphics hardware and use distance bounds to overcome the sampling errors and perform conservative computations. We have applied these queries to various deformable simulations and observed up to an order of magnitude improvement over prior algorithms
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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
Analysis and Generation of Quality Polytopal Meshes with Applications to the Virtual Element Method
This thesis explores the concept of the quality of a mesh, the latter being intended as the discretization of a two- or three- dimensional domain.
The topic is interdisciplinary in nature, as meshes are massively used in several fields from both the geometry processing and the numerical analysis communities.
The goal is to produce a mesh with good geometrical properties and the lowest possible number of elements, able to produce results in a target range of accuracy.
In other words, a good quality mesh that is also cheap to handle, overcoming the typical trade-off between quality and computational cost.
To reach this goal, we first need to answer the question:
''How, and how much, does the accuracy of a numerical simulation or a scientific computation (e.g., rendering, printing, modeling operations) depend on the particular mesh adopted to model the problem? And which geometrical features of the mesh most influence the result?''
We present a comparative study of the different mesh types, mesh generation techniques, and mesh quality measures currently available in the literature related to both engineering and computer graphics applications.
This analysis leads to the precise definition of the notion of quality for a mesh, in the particular context of numerical simulations of partial differential equations with the virtual element method, and the consequent construction of criteria to determine and optimize the quality of a given mesh.
Our main contribution consists in a new mesh quality indicator for polytopal meshes, able to predict the performance of the virtual element method over a particular mesh before running the simulation.
Strictly related to this, we also define a quality agglomeration algorithm that optimizes the quality of a mesh by wisely agglomerating groups of neighboring elements.
The accuracy and the reliability of both tools are thoroughly verified in a series of tests in different scenarios
Large bichromatic point sets admit empty monochromatic 4-gons
We consider a variation of a problem stated by ErdËťos
and Szekeres in 1935 about the existence of a number
fES(k) such that any set S of at least fES(k) points in
general position in the plane has a subset of k points
that are the vertices of a convex k-gon. In our setting
the points of S are colored, and we say that a (not necessarily
convex) spanned polygon is monochromatic if
all its vertices have the same color. Moreover, a polygon
is called empty if it does not contain any points of
S in its interior. We show that any bichromatic set of
n ≥ 5044 points in R2 in general position determines
at least one empty, monochromatic quadrilateral (and
thus linearly many).Postprint (published version
A Virtual Grain Structure Representation System for Micromechanics Simulations
Representing a grain structure within a combined finite element computer aided engineering environment is essential for micromechanics simulations. Methods are required to effectively generate high-fidelity virtual grain structures for accurate studies. A high-fidelity virtual grain structure means a statistically equivalent structure in conjunction with desired grain size distribution features, and must be represented with realistic grain morphology. A family of controlled Poisson Voronoi tessellation (CPVT) models have been developed in this work for systematically generating virtual grain structures with the aforementioned properties.
Three tasks have been accomplished in the development of the CPVT models: (i) defining the grain structure’s regularity that specifies the uniformity of a tessellation as well as deriving a control parameter based on the regularity; (ii) modelling the mapping from a grain structure’s regularity to its grain size distribution; and (iii) establishing the relation between a set of physical parameters and a distribution function. A one-gamma distribution function is used to describe a grain size distribution characteristic and a group of four physical parameters are employed to represent the metallographic measurements of a grain size distribution property. Mathematical proofs of the uniqueness of the determination of the distribution parameter from the proposed set of physical parameters have been studied, and an efficient numerical procedure is provided for computing the distribution parameter.
Based on the general scheme, two- and three-dimensional CPVT models have been formulated, which respectively define the quantities of regularity and control parameters, and model the mapping between regularity and grain size distribution. For the 2D-CPVT model, statistical tests have been carried out to validate the accuracy and robustness of regularity and grain size distribution control. In addition, micrographs with different grain size distribution features are employed to examine the capability of the 2D-CPVT model to generate virtual grain structures that meet physical measurements. A crystal plasticity finite element (CPFE) simulation of plane strain uniaxial tension has been performed to show the effect of grain size distribution on local strain distribution. For the 3D-CPVT model, a set of CPFE analyses of micro-pillar compression have been run and the effects of both regularity and grain size on deformation responses investigated.
Further to this, a multi-zone scheme is proposed for the CPVT models to generate virtual gradient grain structures. In conjunction with the CPVT model that controls the seed generating process within individual zones, the multi-zone CPVT model has been developed by incorporating a novel mechanism of controlling the seed generation for grains spanning different zones. This model has the flexibility of generating various gradient grain structures and the natural morphology for interfacial grains between adjacent zones. Both of the 2D- and 3D-CPVT models are capable of generating a virtual grain structure with a mean grain size gradient for the grain structure domain and grain size distribution control for individual zones. A true gradient grain structure, two simulated gradient grain structure, and a true gradient grain structure with an elongated zone have been used to examine the capability of the multi-zone CPVT model.
To facilitate the CPFE analyses of inter-granular crack initiation and evolution using the cohesive zone models, a Voronoi tessellation model with non-zero thickness cohesive zone representation was developed. A grain boundary offsetting algorithm is proposed to efficiently produce the cohesive boundaries for a Voronoi tessellation. The most challenging issue of automatically meshing multiple junctions with quadrilateral elements has been resolved and a rule-based method is presented to perform the automatically partitioning of cohesive zone junctions, including data representation, edge event processing and cut-trim operations. In order to demonstrate the novelty of the proposed cohesive zone modelling and junction partitioning schemes, the CPFE simulations of plane strain uniaxial tension and three point bending have been studied.
A software system, VGRAIN, was developed to implement the proposed virtual grain structure modelling methods. Via user-friendly interfaces and the well-organised functional modules a virtual grain structure can be automatically generated to a very large-scale with the desired grain morphology and grain size properties. As a pre-processing grain structure representation system, VGRAIN is also capable of defining crystallographic orientations and mechanical constants for a generated grain structure. A set of additional functions has also been developed for users to study a generated grain structure and verify the feasibility of the generated case for their simulation requirements. A well-built grain structure model in VGRAIN can be easily exported into the commercial FE/CAE platform, e.g. ABAQUS and DEFORM, via script input, whereby the VGRAIN system is seamlessly integrated into CPFE modelling and simulation processing
Abstracts for the twentyfirst European workshop on Computational geometry, Technische Universiteit Eindhoven, The Netherlands, March 9-11, 2005
This volume contains abstracts of the papers presented at the 21st European Workshop on Computational Geometry, held at TU Eindhoven (the Netherlands) on March 9–11, 2005. There were 53 papers presented at the Workshop, covering a wide range of topics. This record number shows that the field of computational geometry is very much alive in Europe. We wish to thank all the authors who submitted papers and presented their work at the workshop. We believe that this has lead to a collection of very interesting abstracts that are both enjoyable and informative for the reader. Finally, we are grateful to TU Eindhoven for their support in organizing the workshop and to the Netherlands Organisation for Scientific Research (NWO) for sponsoring the workshop
Image morphological processing
Mathematical Morphology with applications in image processing and analysis has been becoming increasingly important in today\u27s technology. Mathematical Morphological operations, which are based on set theory, can extract object features by suitably shaped structuring elements. Mathematical Morphological filters are combinations of morphological operations that transform an image into a quantitative description of its geometrical structure based on structuring elements. Important applications of morphological operations are shape description, shape recognition, nonlinear filtering, industrial parts inspection, and medical image processing.
In this dissertation, basic morphological operations, properties and fuzzy morphology are reviewed. Existing techniques for solving corner and edge detection are presented. A new approach to solve corner detection using regulated mathematical morphology is presented and is shown that it is more efficient in binary images than the existing mathematical morphology based asymmetric closing for corner detection.
A new class of morphological operations called sweep mathematical morphological operations is developed. The theoretical framework for representation, computation and analysis of sweep morphology is presented. The basic sweep morphological operations, sweep dilation and sweep erosion, are defined and their properties are studied. It is shown that considering only the boundaries and performing operations on the boundaries can substantially reduce the computation. Various applications of this new class of morphological operations are discussed, including the blending of swept surfaces with deformations, image enhancement, edge linking and shortest path planning for rotating objects.
Sweep mathematical morphology is an efficient tool for geometric modeling and representation. The sweep dilation/erosion provides a natural representation of sweep motion in the manufacturing processes. A set of grammatical rules that govern the generation of objects belonging to the same group are defined. Earley\u27s parser serves in the screening process to determine whether a pattern is a part of the language. Finally, summary and future research of this dissertation are provided
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