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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
Textile Formsâ Computer Simulation Techniques
Computer simulation techniques of textile forms already represent an important tool for textile and garment designers, since they offer numerous advantages, such as quick and simple introduction of changes while developing a model in comparison with conventional techniques. Therefore, the modeling and simulation of textile forms will always be an important issue and challenge for the researchers, since closeâtoâreality models are essential for understanding the performance and behavior of textile materials. This chapter deals with computer simulation of different textile forms. In the introductory part, it reviews the development of complex modeling and simulation techniques related to different textile forms. The main part of the chapter focuses on study of the fabric and fused panel drape by using the finite element method and on development of some representative textile forms, above all, on functional and protective clothing for persons who are sitting during performing different activities. Computer simulation techniques and scanned 3D body models in a sitting posture are used for this purpose. Engineering approaches to textile formsâ design for particular purposes, presented in this chapter, show benefits and limitations of specific 3D body scanning and computer simulation techniques and outline the future research challenges
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Visual Prototyping of Cloth
Realistic visualization of cloth has many applications in computer graphics. An ongoing research problem is how to best represent and capture appearance models of cloth, especially when considering computer aided design of cloth. Previous methods can be used to produce highly realistic images, however, possibilities for cloth-editing are either restricted or require the measurement of large material databases to capture all variations of cloth samples. We propose a pipeline for designing the appearance of cloth directly based on those elements that can be changed within the production process. These are optical properties of fibers, geometrical properties of yarns and compositional elements such as weave patterns. We introduce a geometric yarn model, integrating state-of-the-art textile research. We further present an approach to reverse engineer cloth and estimate parameters for a procedural cloth model from single images. This includes the automatic estimation of yarn paths, yarn widths, their variation and a weave pattern. We demonstrate that we are able to match the appearance of original cloth samples in an input photograph for several examples. Parameters of our model are fully editable, enabling intuitive appearance design. Unfortunately, such explicit fiber-based models can only be used to render small cloth samples, due to large storage requirements. Recently, bidirectional texture functions (BTFs) have become popular for efficient photo-realistic rendering of materials. We present a rendering approach combining the strength of a procedural model of micro-geometry with the efficiency of BTFs. We propose a method for the computation of synthetic BTFs using Monte Carlo path tracing of micro-geometry. We observe that BTFs usually consist of many similar apparent bidirectional reflectance distribution functions (ABRDFs). By exploiting structural self-similarity, we can reduce rendering times by one order of magnitude. This is done in a process we call non-local image reconstruction, which has been inspired by non-local means filtering. Our results indicate that synthesizing BTFs is highly practical and may currently only take a few minutes for small BTFs. We finally propose a novel and general approach to physically accurate rendering of large cloth samples. By using a statistical volumetric model, approximating the distribution of yarn fibers, a prohibitively costly, explicit geometric representation is avoided. As a result, accurate rendering of even large pieces of fabrics becomes practical without sacrificing much generality compared to fiber-based techniques
A Mechanical Mapping Model for Real-Time Control of a Complex Physical Modelling Synthesis Engine with a Simple Gesture
This paper describes the design and control of a digital synthesis engine developed to imitate the sound of an acoustic wind machine, a historical theatre sound effect first designed inthe nineteenth century. This work is part of an exploration of the potential of historical theatre sound effects as a resource for Sonic Interaction Design (SID). The synthesis engine is based on a physical model of frictionand is programmed using the Sound Designerâs Toolkit (SDT) suite of physical modelling objects in Max/MSP. The program is controlled in real-time with a single stream of rotation data from a rotary encoder and Arduino, with complexity achieved through a mapping strategy that recreates the mechanical process at the heart of the acoustic wind machineâs sound production. The system is outlined, along with a discussion of the possible application of this approach to the modeling of other historical theatre sound effect
Micro-mechanical predictive modelling as an aid to CAD based analysis of composite sporting equipment
The sport and leisure industry in New Zealand (NZ) has the potential to become a major user of composite materials. Given the size of NZ industry, design and manufacturing strategies based on virtual engineering should be developed to suit NZ requirements. Virtual methods use computer aided engineering capabilities to find faults, explore alternatives and optimise product performance before detailed design or prototyping. When doing computer aided simulation the required mechanical properties of individual reinforcement and matrix components are well documented. However, the mechanical properties of composite materials are not as simple to obtain. Micro-mechanical modelling could therefore be used to aid the design and development of composite equipment, where mechanical properties are unknown. In this study, solids modelling was used to produce an analog model of a composite, and it was found that it lead to reductions in file size and simulation time. Representing a composite with an analog model implies that the behavioural characteristics are modelled, but not the physical characteristics of the individual components. Three micro-mechanical models were developed to predict the flexural modulus of composite materials, based on perfect, partial and no adhesion. It was found that the partial adhesion model was both practical and consistently accurate. The partial adhesion model accounted for adhesion between components by considering an 'effective shear value' at the interface. Validation of the models was done by flexural testing injection moulded samples of glass, wood and carbon fibre reinforced polyethylene. It was shown that the adhesion coefficient range was 0.1 for carbon fibre, 0.5 for glass fibre and 0.9 for the wood fibre composites. It was concluded that the adhesion coefficient is crucial and it is recommended that further work is done to validate effective shear values by empirical means. The predicted flexural modulus values were used to enable finite element simulation of modelled analog beams as well as commercial kayak paddles. It was determined that accurate simulation is possible for composite equipment using the partial adhesion model
Optimising additive manufacturing for fine art sculpture and digital restoration of archaeological artefacts
Additive manufacturing (AM) has shown itself to be beneficial in many
application areas, including product design and manufacture, medical models
and prosthetics, architectural modelling and artistic endeavours. For some of
these applications, coupling AM with reverse engineering (RE) enables the
utilisation of data from existing 3D shapes. This thesis describes the
application of AM and RE within sculpture manufacture, in order to optimise
the process chains for sculpture reproduction and relic conservation and
restoration. This area poses particular problems since the original artefacts
can often be fragile and inaccessible, and the finishing required on the AM
replicas is both complex and varied. Several case studies within both
literature and practical projects are presented, which cover essential
knowledge of producing large scale sculptures from an original models as well
as a wide range of artefact shapes and downstream finishing techniques. The
combination of digital technologies and traditional art requires interdisciplinary
knowledge across engineering and fine art. Also, definitions and requirements
(e.g. âaccuracyâ), can be applied as both engineering and artistic terms when
specifications and trade-offs are being considered. The thesis discusses the
feasibility for using these technologies across domains, and explores the
potential for developing new market opportunities for AM. It presents and
analyses a number of case study projects undertaken by the author with a
view to developing cost and time models for various processes used. These
models have then been used to develop a series of "process maps", which
enable users of AM in this area to decide upon the optimum process route to
follow, under various circumstances. The maps were validated and user
feedback obtained through the execution of two further sculpture
manufacturing projects. The thesis finishes with conclusions about the
feasibility of the approach, its constraints, the pros and cons of adopting AM in
this area and recommendations for future research
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