4 research outputs found
Spatial Algorithms for Geometric Contact Detection in Multibody System Dynamics
This article belongs to the Topic Dynamical Systems: Theory and Applications.In the present work, different algorithms for contact detection in multibody systems based on smooth contact modelling approaches are presented. Beginning with the simplest ones, some difficult interactions are subsequently introduced. In addition, a brief overview on the different kinds of contact/impact modelling is provided and an underlining of the advantages and the drawbacks of each of them is determined. Finally, some practical examples of each interaction are presented and analyzed and an outline of the issues arisen during the design process and how they have been solved in order to obtain stable and accurate results is given. The main goal of this paper is to provide a resource for the early-stage researchers in the field that serves as an introduction to the modelling of simple contact/impact events in the context of multibody system dynamics.The authors would like to acknowledge the Spanish Government through the MCYT Project "RETOS2015: sistema de monitorizaci贸n integral de conjuntos mec谩nicos cr铆ticos para la mejora del mantenimiento en el transporte-maqstatus". The authors would also like to acknowledge the financial support received by the Community of Madrid through its multi-year agreement with University Carlos III focused on its policy "Excelencia para el Profesorado Universitario"
Interactive Physically-Based Simulation of Roadheader Robot
Roadheader is an engineering robot widely used in underground engineering and
mining industry. Interactive dynamics simulation of roadheader is a fundamental
problem in unmanned excavation and virtual reality training. However, current
research is only based on traditional animation techniques or commercial game
engines. There are few studies that apply real-time physical simulation of
computer graphics to the field of roadheader robot. This paper aims to present
an interactive physically-based simulation system of roadheader robot. To this
end, an improved multibody simulation method based on generalized coordinates
is proposed. First, our simulation method describes robot dynamics based on
generalized coordinates. Compared to state-of-the-art methods, our method is
more stable and accurate. Numerical simulation results showed that our method
has significantly less error than the game engine in the same number of
iterations. Second, we adopt the symplectic Euler integrator instead of the
conventional fourth-order Runge-Kutta (RK4) method for dynamics iteration.
Compared with other integrators, our method is more stable in energy drift
during long-term simulation. The test results showed that our system achieved
real-time interaction performance of 60 frames per second (fps). Furthermore,
we propose a model format for geometric and robotics modeling of roadheaders to
implement the system. Our interactive simulation system of roadheader meets the
requirements of interactivity, accuracy and stability
Nonlinear phenomena of contact in multibody systems dynamics: a review
In the present work, an introduction to the contact phenomena in multibody systems is made. The different existing approaches are described, together with their most distinctive features. Then, the term of coefficient of restitution is emphasized as a tool to characterize impact events and the algorithm for calculating the relative indentation between two convex-shaped bodies is developed. Subsequently, the main penalty contact models developed in the last decades are presented and developed, analysing their advantages and drawbacks, as well as their respective applications. Furthermore, some models with specific peculiarities that could be useful to the reader are included. The aim of this work is to provide a resource to the novice researcher in the field to facilitate the choice of the appropriate contact model for their work.This work was financially supported by the Spanish Government through the MCYT project "RETOS2015: sistema de monitorizaci贸n integral de conjuntos mec谩nicos cr铆ticos para la mejora del mantenimiento en el transporte-MAQSTATUS"
Virtual Reality Simulation of Glenoid Reaming Procedure
Glenoid reaming is a bone machining operation in Total Shoulder Arthroplasty (TSA) in which the glenoid bone is resurfaced to make intimate contact with implant undersurface. While this step is crucial for the longevity of TSA, many surgeons find it technically challenging. With the recent advances in Virtual Reality (VR) simulations, it has become possible to realistically replicate complicated operations without any need for patients or cadavers, and at the same time, provide quantitative feedback to improve surgeons\u27 psycho-motor skills. In light of these advantages, the current thesis intends to develop tools and methods required for construction of a VR simulator for glenoid reaming, in an attempt to construct a reliable tool for preoperative training and planning for surgeons involved with TSA.
Towards the end, this thesis presents computational algorithms to appropriately represent surgery tool and bone in the VR environment, determine their intersection and compute realistic haptic feedback based on the intersections. The core of the computations is constituted by sampled geometrical representations of both objects. In particular, point cloud model of the tool and voxelized model of bone - that is derived from Computed Tomography (CT) images - are employed. The thesis shows how to efficiently construct these models and adequately represent them in memory. It also elucidates how to effectively use these models to rapidly determine tool-bone collisions and account for bone removal momentarily. Furthermore, the thesis applies cadaveric experimental data to study the mechanics of glenoid reaming and proposes a realistic model for haptic computations. The proposed model integrates well with the developed computational tools, enabling real-time haptic and graphic simulation of glenoid reaming.
Throughout the thesis, a particular emphasis is placed upon computational efficiency, especially on the use of parallel computing using Graphics Processing Units (GPUs). Extensive implementation results are also presented to verify the effectiveness of the developments. Not only do the results of this thesis advance the knowledge in the simulation of glenoid reaming, but they also rigorously contribute to the broader area of surgery simulation, and can serve as a step forward to the wider implementation of VR technology in surgeon training programs