24 research outputs found

    Fifth Biennial Report : June 1999 - August 2001

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    Variational Bonded Discrete Element Method with Manifold Optimization

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    This paper proposes a novel approach that combines variational integration with the bonded discrete element method (BDEM) to achieve faster and more accurate fracture simulations. The approach leverages the efficiency of implicit integration and the accuracy of BDEM in modeling fracture phenomena. We introduce a variational integrator and a manifold optimization approach utilizing a nullspace operator to speed up the solving of quaternion-constrained systems. Additionally, the paper presents an element packing and surface reconstruction method specifically designed for bonded discrete element methods. Results from the experiments prove that the proposed method offers 2.8 to 12 times faster state-of-the-art methods

    Efficient Muscle Shape Deformation

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    Articulated Soft Objects for Multi-View Shape and Motion Capture

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    The application of three-dimensional mass-spring structures in the real-time simulation of sheet materials for computer generated imagery

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    Despite the resources devoted to computer graphics technology over the last 40 years, there is still a need to increase the realism with which flexible materials are simulated. However, to date reported methods are restricted in their application by their use of two-dimensional structures and implicit integration methods that lend themselves to modelling cloth-like sheets but not stiffer, thicker materials in which bending moments play a significant role. This thesis presents a real-time, computationally efficient environment for simulations of sheet materials. The approach described differs from other techniques principally through its novel use of multilayer sheet structures. In addition to more accurately modelling bending moment effects, it also allows the effects of increased temperature within the environment to be simulated. Limitations of this approach include the increased difficulties of calibrating a realistic and stable simulation compared to implicit based methods. A series of experiments are conducted to establish the effectiveness of the technique, evaluating the suitability of different integration methods, sheet structures, and simulation parameters, before conducting a Human Computer Interaction (HCI) based evaluation to establish the effectiveness with which the technique can produce credible simulations. These results are also compared against a system that utilises an established method for sheet simulation and a hybrid solution that combines the use of 3D (i.e. multilayer) lattice structures with the recognised sheet simulation approach. The results suggest that the use of a three-dimensional structure does provide a level of enhanced realism when simulating stiff laminar materials although the best overall results were achieved through the use of the hybrid model

    Soft volume simulation using a deformable surface model

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    The aim of the research is to contribute to the modelling of deformable objects, such as soft tissues in medical simulation. Interactive simulation for medical training is a concept undergoing rapid growth as the underlying technologies support the increasingly more realstic and functional training environments. The prominent issues in the deployment of such environments centre on a fine balance between the accuracy of the deformable model and real-time interactivity. Acknowledging the importance of interacting with non-rigid materials such as the palpation of a breast for breast assessment, this thesis has explored the physics-based modelling techniques for both volume and surface approach. This thesis identified that the surface approach based on the mass spring system (MSS) has the benefits of rapid prototyping, reduced mesh complexity, computational efficiency and the support for large material deformation compared to the continuum approach. However, accuracy relative to real material properties is often over looked in the configuration of the resulting model. This thesis has investigated the potential and the feasibility of surface modelling for simulating soft objects regardless of the design of the mesh topology and the non-existence of internal volume discretisation. The assumptions of the material parameters such as elasticity, homogeneity and incompressibility allow a reduced set of material values to be implemented in order to establish the association with the surface configuration. A framework for a deformable surface model was generated in accordance with the issues of the estimation of properties and volume behaviour corresponding to the material parameters. The novel extension to the surface MSS enables the tensile properties of the material to be integrated into an enhanced configuration despite its lack of volume information. The benefits of the reduced complexity of a surface model are now correlated with the improved accuracy in the estimation of properties and volume behaviour. Despite the irregularity of the underlying mesh topology and the absence of volume, the model reflected the original material values and preserved volume with minimal deviations. Global deformation effect which is essential to emulate the run time behaviour of a real soft material upon interaction, such as the palpation of a generic breast, was also demonstrated, thus indicating the potential of this novel technique in the application of soft tissue simulation

    Frictional Contact in Interactive Deformable Environments

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    L\u2019uso di simulazioni garantisce notevoli vantaggi in termini di economia, realismo e di flessibilit\ue0 in molte aree di ricerca e in ambito dello sviluppo tecnologico. Per questo motivo le simulazioni vengono usate spesso in ambiti quali la prototipazione di parti meccaniche, nella pianificazione e nell\u2019addestramento di procedure di assemblaggio e disassemblaggio inoltre, di recente, le simulazioni si sono dimostrate validi strumenti anche nell\u2019assistenza e nell\u2019addestramento ai chirurghi, in particolare nel caso della chirurgia laparoscopica. La chirurgia laparoscopica, infatti, \ue8 considerata lo standard per molte procedure chirurgiche. La principale differenza rispetto alla chirurgia tradizionale risiede nella notevole limitazione che ha il chirurgo nell\u2019interagire e nel percepire l\u2019ambiente in lavora, sia nella vista che nel tatto. Questo rappresenta una forte limitazione per il chirurgo a cui \ue8 richiesta una lunga fase di addestramento prima di poter ottenere la necessaria destrezza per intervenire in laparoscopia con profitto. Queste limitazioni, d\u2019altra parte, rendono la laparoscopia il candidato ideale per l\u2019introduzione della simulazione nell\u2019addestramento. Attualmente sono disponibili in commercio dei software per l\u2019addestramento alla laparoscopia, tuttavia essi sono in genere basati su modelli rigidi, o modelli che comunque mancano del necessario realismo fisico. L\u2019introduzione di modelli deformabili migliorerebbe notevolmente l\u2019accuratezza e il realismo delle simulazioni. Nel caso dell\u2019addestramento il maggior realismo permetterebbe all\u2019utente di acquisire non solo le conoscenze motorie basilari ma anche capacit\ue0 e conoscenze di pi\uf9 alto livello. I corpi rigidi, infatti, rappresentano una buona approssimazione della realt\ue0 solo in situazioni particolari ed entro intervalli di sollecitazioni molto ristretti. Quando si considerano materiali non ingegneristici, come accade nelle simulazioni chirurgiche, le deformazioni non possono essere trascurate senza compromettere irrimediabilmente il realismo dei risultati. L\u2019uso di modelli deformabili tuttavia introduce notevole complessit\ue0 computazionale per il calcolo della fisica che regola le deformazioni e limita fortemente l\u2019uso di dati precalcolati, spesso utilizzati per velocizzare la fase di identificazione delle collisioni tra i corpi. I ritardi dovuti all\u2019uso di modelli deformabili rappresentano un grosso limite soprattutto nelle applicazioni interattive che, per consentire all\u2019utente di interagire con l\u2019ambiente, richiedono il calcolo della simulazione entro intervalli di tempo molto ridotti. In questa tesi viene affrontato il tema della simulazione di ambienti interattivi composti da corpi deformabili che interagiscono con attrito. Vengono analizzati e sviluppati differenti tecniche e metodi per le diverse componenti della simulazione: dalla simulazione di modelli deformabili, agli algoritmi di identificazione e soluzione delle collisioni e alla modellazione e integrazione dell\u2019attrito nella simulazione. In particolare vengono valutati i principali metodi che rappresentano lo stato dell\u2019arte nella modellazione di materiali deformabili. L\u2019analisi considera i fondamenti fisici su cui i modelli si basano e quindi sul grado di realismo che possono garantire in termini di deformazioni modellabili e la semplicit\ue0 d\u2019uso degli stessi (ovvero la facilit\ue0 di comprensione del metodo, la calibrazione del modello e la possibilit\ue0 di adattare il modello a situazioni differenti) ma viene considerata anche la complessit\ue0 computazionale di ciascun metodo in quanto essa rappresenta un fattore estremamente importante nella scelta e nell\u2019uso dei modelli deformabili nelle simulazioni. Il confronto dei differenti modelli e le caratteristiche identificate hanno motivato lo sviluppo di un metodo innovativo per fornire un\u2019interfaccia comune ai vari metodi di simulazione dei tessuti deformabili. Tale interfaccia ha il vantaggio di fornire dei metodi omogenei per la manipolazione dei diversi modelli deformabili. Ci\uf2 garantisce la possibilit\ue0 di scambiare il modello usato per la simulazione delle deformazioni mantenendo inalterati le altre strutture dati e i metodi della simulazione. L\u2019introduzione di tale interfaccia unificata si dimostra particolarmente vantaggiosa in quanto permette l\u2019uso di un solo metodo per l\u2019identificazione delle collisioni per tutti i differenti modelli deformabili. Ci\uf2 semplifica molto l\u2019analisi e la definizione dei requisiti di tale modulo software. L\u2019identificazione delle collisioni tra modelli rigidi generalmente precalcola delle partizioni dello spazio in cui i corpi sono definiti oppure sfrutta la suddivisione del corpo analizzato in parti convesse per velocizzare la simulazione. Nel caso di modelli deformabili non \ue8 possibile applicare tali tecniche a causa dei continui cambiamenti nella configurazione dei corpi. Dopo che le collisioni tra i corpi sono state riconosciute e che i punti di contatto sono stati identificati e necessario risolvere le collisioni tenendo conto della fisica sottostante i contatti. Per garantire il realismo \ue8 necessario assicurare che i corpi non si compenetrino mai e che nella simulazione delle collisioni tutti i fenomeni fisici di interesse coinvolti nel contatto tra i corpi vengano considerati: questi includono le forze elastiche che si esercitano tra i corpi e le forze di attrito che si generano lungo le superfici di contatto. L\u2019innovativo metodo proposto per la soluzione delle collisioni garantisce il realismo della simulazione e l\u2019integrazione con l\u2019interfaccia proposta per la gestione unificata dei modelli. Una caratteristica importante dei tessuti biologici \ue8 il comportamento anisotropico, dovuto, in genere, alla loro struttura fibrosa. In questa tesi viene proposto un nuovo metodo per aggiungere l\u2019anisotropia al comportamento dei modelli massa molla. Il metodo ha il vantaggio di mantenere la velocit\ue0 computazionale e la semplicit\ue0 di implementazione dei modelli massa molla classici e riesce a differenziare efficacemente la risposta del modello alle sollecitazioni lungo le differenti direzioni. Le tecniche descritte sono state integrate in due applicazioni che forniscono la simulazione della fisica di ambienti con corpi deformabili. La prima delle due implementa tutti i metodi descritti per la simulazione dei modelli deformabili, identifica le collisioni con precisione e le risolve fornendo la possibilit\ue0 di scegliere il modello di attrito pi\uf9 adatto, dimostrando cos\uec la fattibilit\ue0 dell\u2019approccio proposto. La limitazione principale di tale simulatore risiede nell\u2019alto tempo di calcolo richiesto per la simulazione dei singoli passi di simulazione. Tale limitazione \ue8 stata superata in una seconda implementazione che sfrutta il parallelismo intrinseco delle simulazioni fisiche per ottimizzare gli algoritmi e che, quindi, riesce a sfruttare al meglio la potenza computazionale delle architetture hardware parallele. Al fine di ottenere le prestazioni richieste per la simulazione di ambienti interattivi con ritorno di forza, la simulazione \ue8 basata su un algoritmo di identificazione delle collisioni semplificato, ma implementa gli altri metodi descritti in questa tesi. L\u2019implementazione parallela sfrutta le capacit\ue0 di calcolo delle moderne schede video munite di processori altamente paralleli e ci\uf2 permette di aggiornare la scena ogni millisecondo. Questo elimina ogni discontinuit\ue0 nel ritorno di forza reso all\u2019utente e nell\u2019aggiornamento della grafica della scena, inoltre garantisce il realismo necessario alla simulazione fisica sottostante. Le applicazioni implementate provano la fattibilit\ue0 della simulazione della fisica di interazioni complesse tra corpi deformabili. Inoltre, l\u2019implementazione parallela della simulazione rappresenta un promettente punto di partenza per la realizzazione di simulazioni interattive che potr\ue0 essere utilizzato in ambiti di ricerca differenti, quali l\u2019addestramento di chirurghi o la prototipazione rapida.The use of simulations provides great advantages in term of economy, realism, and adaptability to user requirements in many research and technological fields. For this reason simulations are currently exploited, for example, in prototyping of machinery parts, in assembly-disassembly test or training and, recently, simulations have also allowed the development of many useful and promising tools for the assistance and learning of surgical procedures. This is particularly true for laparoscopic intervention. Laparoscopy, in fact, represents the gold standard for many surgical procedures. The principal difference from standard surgery is the reduction of the surgeon ability to perceive the surgical scenario, both from visual and tactile point of view. This represents a great limitation for surgeons who undergo long training before being able to perform laparoscopic intervention with proficiency. This, on the other hand, makes laparoscopy an excellent candidate for the use of simulations for training. Some commercial training softwares are already available on the market, but they are usually based on rigid body models that completely lack the physical realism. The introduction of deformable models may leads to a great increment in terms of realism and accuracy. And, in the case of laparoscopy trainer it may allow the user to learn not only basic motor skills, but also higher level capabilities and knowledge. Rigid bodies, in fact, represents a good approximation of reality only in some situations and in very restricted ranges of solicitations. In particular, when non engineering materials are involved, as happens in surgical simulations, deformations cannot be neglected without completely loosing the realism of the environment. The use of deformable models, however, is limited for the high computational costs involved in the computation of the physics undergoing the deformations and because of the reduction in pre computable data in particular for collision detection between bodies. This represents a very limiting factor in interactive environments where, to allow the user to interactively control the virtual bodies, the simulation should be performed in real time. In this thesis we address the simulation of interactive environment populated with deformable models that interact with frictional contacts. This includes the analysis and the development of different techniques which implement the various parts of the simulation: mainly the methods for the simulation of deformable models, the collision detection and collision solution techniques but also the modelling and the integration of suitable friction models in the simulation. In particular we evaluated the principal methods that represent the state of the art in soft tissue modeling. Our analysis is based on the physical background of each method and thus on its realism in terms of deformations that the method can mimic and on the ease of use (i.e. method understanding, calibration and ability to adapt to different scenarios) but we also compared the computational complexity of different models, as it represents an extremely important factor in the choice and in the use of models in simulations. The comparison of different features in analyzed methods motivated us to the development of an innovative method to wrap in a common representation framework different methodologies of soft tissue simulation. This framework has the advantage of providing a unified interface for all the deformable models and thus it provides the ability to switch between deformable model keeping unchanged all other data structures and methods of the simulation. The use of this unique interface allows us to use one single method to perform the collision detection phase for all the analyzed deformable models, this greatly helped during the identification of requirements and features of such software module. Collision detection phase, when applied to rigid bodies, usually takes advantage of pre computation to subdivide body shapes in convex elements or to construct partitions of the space in which the body is defined to speed up the computation. When handling deformable models this is not possible because of the continuous changes in bodies shape. The collision detection method used in this work takes into account this problem and regularly adapt the data structures to the body configuration. After collisions have been detected and contact points have been identified on colliding bodies, it is necessary to solve the collision in a physics based way. To this extent we have to ensure that objects never compenetrate during the simulation and that, when solving collisions, all the physical phenomena involved in the contact of real bodies are taken into account: this include the elastic response of bodies during the contact and the frictional force exerted between each pair of colliding bodies. The innovative method for solving collision that we describe in this thesis ensures the realism of the simulation and the seamless interaction with the common framework used to integrate deformable models. One important feature of biologic tissues is their anisotropic behavior that usually comes from the fibrous structure of these tissues. In this thesis we propose a new method to introduce anisotropy in mass spring model. The method has the advantages of preserving the speed and ease of implementation of the model and it effectively introduces differentiation of the model behavior along the chosen directions. The described techniques have been integrated in two applications that allows the physical simulation of environments populated with deformable models. The first application implements all the described methods to simulate deformable models, it performs precise collision detection and solution with the possibility to chose the most suitable friction model for the simulation. It demonstrates the effectiveness of the proposed framework. The main limitation of this simulator, i.e. its high computation time, is tackled and solved in a second application that exploits the intrinsic parallelism of physical simulations to optimize the implementation and to exploit parallel architecture computational power. To obtain the performances required for an interactive environment the simulation is based on a simplified collision detection algorithm, but it features all the other techniques described in this thesis. The parallel implementation exploits graphic cards processor, a highly parallel architecture that update the scene every milliseconds. This allows the rendering of smooth haptic feedback to the user and ensures the realism of the physics simulation. The implemented applications prove the feasibility of the simulation of complex interactions between deformable models with physics realism. In addition, the parallel implementation of the simulator represents a promising starting point for the development of interactive simulations that can be used in different fields of research, such as surgeon training or fast prototyping

    Photorealistic physically based render engines: a comparative study

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    Pérez Roig, F. (2012). Photorealistic physically based render engines: a comparative study. http://hdl.handle.net/10251/14797.Archivo delegad

    MIMESIS, un environnement de conception et de simulation de modèles physiques particulaires masses-interactions CORDIS-ANIMA pour l'animation : du mouvement généré à l'image du mouvement

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    This thesis deals with the design of a computer framework dedicaced to animation by the physical mass-interaction CORDIS-ANIMA networks. Genericity and modularity of CORDIS-ANIMA having been still largely proved, the design and the implementation of such framework have to face with other theorical and practical problems that are discussed here in order to include every function that are required for an interactive creation of models and the communication inside a global chain of production of animated pictures. This thesis ends on the report of various situation of use in pedagogical, research and creation contexts.Cette thèse a pour objet la conception d’un environnement pour l’animation à l’aide de réseaux masses–interactions CORDIS-ANIMA. La généricité et la modularité de CORDIS-ANIMA ayant largement prouvé leur intérêt pour l’animation depuis 25 ans, la conception et l’implantation d’un environnement de conception de tels modèles doivent faire face à d’autres problématiques théoriques et pratiques qui seront discutées dans ce manuscrit, dans le but d’inclure dans cet environnement toutes les fonctionnalités requises pour une création interactive de modèles de mouvement et leur insertion dans une chaîne globale de production d’images animées. Cette thèse se terminera par le compte-rendu de situations d’utilisation dans un cadre pédagogique, de recherche et de création
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