666 research outputs found

    FPGA-based High-Performance Collision Detection: An Enabling Technique for Image-Guided Robotic Surgery

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    Collision detection, which refers to the computational problem of finding the relative placement or con-figuration of two or more objects, is an essential component of many applications in computer graphics and robotics. In image-guided robotic surgery, real-time collision detection is critical for preserving healthy anatomical structures during the surgical procedure. However, the computational complexity of the problem usually results in algorithms that operate at low speed. In this paper, we present a fast and accurate algorithm for collision detection between Oriented-Bounding-Boxes (OBBs) that is suitable for real-time implementation. Our proposed Sweep and Prune algorithm can perform a preliminary filtering to reduce the number of objects that need to be tested by the classical Separating Axis Test algorithm, while the OBB pairs of interest are preserved. These OBB pairs are re-checked by the Separating Axis Test algorithm to obtain accurate overlapping status between them. To accelerate the execution, our Sweep and Prune algorithm is tailor-made for the proposed method. Meanwhile, a high performance scalable hardware architecture is proposed by analyzing the intrinsic parallelism of our algorithm, and is implemented on FPGA platform. Results show that our hardware design on the FPGA platform can achieve around 8X higher running speed than the software design on a CPU platform. As a result, the proposed algorithm can achieve a collision frame rate of 1 KHz, and fulfill the requirement for the medical surgery scenario of Robot Assisted Laparoscopy.published_or_final_versio

    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

    Haptic Interaction with 3D oriented point clouds on the GPU

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    Real-time point-based rendering and interaction with virtual objects is gaining popularity and importance as di�erent haptic devices and technologies increasingly provide the basis for realistic interaction. Haptic Interaction is being used for a wide range of applications such as medical training, remote robot operators, tactile displays and video games. Virtual object visualization and interaction using haptic devices is the main focus; this process involves several steps such as: Data Acquisition, Graphic Rendering, Haptic Interaction and Data Modi�cation. This work presents a framework for Haptic Interaction using the GPU as a hardware accelerator, and includes an approach for enabling the modi�cation of data during interaction. The results demonstrate the limits and capabilities of these techniques in the context of volume rendering for haptic applications. Also, the use of dynamic parallelism as a technique to scale the number of threads needed from the accelerator according to the interaction requirements is studied allowing the editing of data sets of up to one million points at interactive haptic frame rates

    Numerical investigation of fracture of polycrystalline ice under dynamic loading

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    Cohesive zone model is a promising technique for simulating fracture processes in brittle ice. In this work it is applied to investigate the fracture behavior of polycrystalline cylindrical samples under uniaxial loading conditions, four-point beam bending, and L-shaped beam bending. In each case, the simulation results are compared with the corresponding experimental data that was collected by other researchers. The model is based on the implicit finite element method combined with Park-Paulino-Roesler formulation for cohesive potential and includes an adaptive time stepping scheme, which takes into account the rate of damage and failure of cohesive zones. The benefit of the implicit scheme is that it allows larger time steps than explicit integration. Material properties and model parameters are calibrated using available experimental data for freshwater ice and sea ice samples. For polycrystalline ice, granular geometry is generated and cohesive zones are inserted between grains. Simulations are performed for samples with different grain sizes, and the resulting stress–strain and damage accumulation curves are recorded. Investigation of the dependency between the grain size and fracture strength shows a strengthening effect that is consistent with experimental results. The proposed framework is also applied to simulate the dynamic fracture processes in Lshaped beams of sea ice, in which case the cohesive zones are inserted between the elements of the mesh. Evolution of the stress distribution on the surface of the beam is modeled for the duration of the loading process, showing how it changes with progressive accumulation of damage in the material, as well as the development of cracks. An analytical formula is derived for estimating the breaking force based on the dimensions of the beam and the ice strength. Experimental data obtained from the 2014-2016 tests are re-evaluated with the aid of this new analysis. The computation is implemented efficiently with GPU acceleration, allowing to handle geometries with higher resolution than would be possible otherwise. Several technical contributions are described in detail including GPU-accelerated FEM implementation, an efficient way of creation of sparse matrix structure, and comparison of different unloading/reloading relations when using an implicit integration scheme. A mechanism for collision response allows modeling the interaction of fragmented material. To evaluate the collision forces, an algorithm for computing first and second point-triangle distance derivatives was developed. The source code is made available as open-source

    A deformation transformer for real-time cloth animation

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    Achieving interactive performance in cloth animation has significant implications in computer games and other interactive graphics applications. Although much progress has been made, it is still much desired to have real-time high-quality results that well preserve dynamic folds and wrinkles. In this paper, we introduce a hybrid method for real-time cloth animation. It relies on datadriven models to capture the relationship between cloth deformations at two resolutions. Such data-driven models are responsible for transforming low-quality simulated deformations at the low resolution into high-resolution cloth deformations with dynamically introduced fine details. Our data-driven transformation is trained using rotation invariant quantities extracted from the cloth models, and is independent of the simulation technique chosen for the lower resolution model. We have also developed a fast collision detection and handling scheme based on dynamically transformed bounding volumes. All the components in our algorithm can be efficiently implemented on programmable graphics hardware to achieve an overall real-time performance on high-resolution cloth models. © 2010 ACM.postprin

    Parallel algorithms for direct blood flow simulations

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    Fluid mechanics of blood can be well approximated by a mixture model of a Newtonian fluid and deformable particles representing the red blood cells. Experimental and theoretical evidence suggests that the deformation and rheology of red blood cells is similar to that of phospholipid vesicles. Vesicles and red blood cells are both area preserving closed membranes that resist bending. Beyond red blood cells, vesicles can be used to investigate the behavior of cell membranes, intracellular organelles, and viral particles. Given the importance of vesicle flows, in this thesis we focus in efficient numerical methods for such problems: we present computationally scalable algorithms for the simulation of dilute suspension of deformable vesicles in two and three dimensions. Our method is based on the boundary integral formulation of Stokes flow. We present new schemes for simulating the three-dimensional hydrodynamic interactions of large number of vesicles with viscosity contrast. The algorithms incorporate a stable time-stepping scheme, high-order spatiotemporal discretizations, spectral preconditioners, and a reparametrization scheme capable of resolving extreme mesh distortions in dynamic simulations. The associated linear systems are solved in optimal time using spectral preconditioners. The highlights of our numerical scheme are that (i) the physics of vesicles is faithfully represented by using nonlinear solid mechanics to capture the deformations of each cell, (ii) the long-range, N-body, hydrodynamic interactions between vesicles are accurately resolved using the fast multipole method (FMM), and (iii) our time stepping scheme is unconditionally stable for the flow of single and multiple vesicles with viscosity contrast and its computational cost-per-simulation-unit-time is comparable to or less than that of an explicit scheme. We report scaling of our algorithms to simulations with millions of vesicles on thousands of computational cores.PhDCommittee Chair: Biros, George; Committee Member: Alben, Silas; Committee Member: Fernandez-Nieves, Alberto; Committee Member: Hu, David; Committee Member: Vuduc, Richar
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