1,264 research outputs found
SOFA: A Multi-Model Framework for Interactive Physical Simulation
International audienceSOFA (Simulation Open Framework Architecture) is an open-source C++ library primarily targeted at interactive computational medical simulation. SOFA facilitates collaborations between specialists from various domains, by decomposing complex simulators into components designed independently and organized in a scenegraph data structure. Each component encapsulates one of the aspects of a simulation, such as the degrees of freedom, the forces and constraints, the differential equations, the main loop algorithms, the linear solvers, the collision detection algorithms or the interaction devices. The simulated objects can be represented using several models, each of them optimized for a different task such as the computation of internal forces, collision detection, haptics or visual display. These models are synchronized during the simulation using a mapping mechanism. CPU and GPU implementations can be transparently combined to exploit the computational power of modern hardware architectures. Thanks to this flexible yet efficient architecture, \sofa{} can be used as a test-bed to compare models and algorithms, or as a basis for the development of complex, high-performance simulators
Verification of mathematical model of pressure distribution in artificial knee joint
ArticleThe paper deals with pressure distribution measurement in knee arthroplasty, which is
an artificial replacement of human knee joint. The scope of the article is to verify the accuracy of
a mathematical model by real measurements. The calculated pressure values basing on the
mathematical model are compared with actually measured pressure values in the contact area of
the joint. Hereby maximal load the in the contact area, the distribution of the pressure and any
potentially dangerous pressure deviations during the walk cycle are checked. To enable accurate
pressure distribution measurement without interfering into human’s body, a sophisticated
measuring setup was created: the contact area of the joint was equipped with several pressure
sensors and a machine simulating the human walk cycle was used. The measured pressure data
are finally compared with those from the mathematical model and with the strength limit of the
used material, to verify the accuracy of the mathematical model experimentally
Development of a finite element musculoskeletal model with the ability to predict contractions of three-dimensional muscles
Representation of realistic muscle geometries is needed for systematic biomechanical simulation of musculoskeletal systems. Most of the previous musculoskeletal models are based on multibody dynamics simulation with muscles simplified as one-dimensional (1D) line-segments without accounting for the large muscle attachment areas, spatial fibre alignment within muscles and contact and wrapping between muscles and surrounding tissues. In previous musculoskeletal models with three-dimensional (3D) muscles, contractions of muscles were among the inputs rather than calculated, which hampers the predictive capability of these models. To address these issues, a finite element musculoskeletal model with the ability to predict contractions of 3D muscles was developed. Muscles with realistic 3D geometry, spatial muscle fibre alignment and muscle-muscle and muscle-bone interactions were accounted for. Active contractile stresses of the 3D muscles were determined through an efficient optimization approach based on the measured kinematics of the lower extremity and ground force during gait. This model also provided stresses and strains of muscles and contact mechanics of the muscle-muscle and muscle-bone interactions. The total contact force of the knee predicted by the model corresponded well to the in vivo measurement. Contact and wrapping between muscles and surrounding tissues were evident, demonstrating the need to consider 3D contact models of muscles. This modelling framework serves as the methodological basis for developing musculoskeletal modelling systems in finite element method incorporating 3D deformable contact models of muscles, joints, ligaments and bones
Motion study of the hip joint in extreme postures
Many causes can be at the origin of hip osteoarthritis (e.g., cam/pincer impingements), but the exact pathogenesis for idiopathic osteoarthritis has not yet been clearly delineated. The aim of the present work is to analyze the consequences of repetitive extreme hip motion on the labrum cartilage. Our hypothesis is that extreme movements can induce excessive labral deformations and lead to early arthritis. To verify this hypothesis, an optical motion capture system is used to estimate the kinematics of patient-specific hip joint, while soft tissue artifacts are reduced with an effective correction method. Subsequently, a physical simulation system is used during motion to compute accurate labral deformations and to assess the global pressure of the labrum, as well as any local pressure excess that may be physiologically damageable. Results show that peak contact pressures occur at extreme hip flexion/abduction and that the pressure distribution corresponds with radiologically observed damage zones in the labru
An Automated Process for 2D and 3D Finite Element Overclosure and Gap Adjustment using Radial Basis Function Networks
In biomechanics, geometries representing complicated organic structures are
consistently segmented from sparse volumetric data or morphed from template
geometries resulting in initial overclosure between adjacent geometries. In
FEA, these overclosures result in numerical instability and inaccuracy as part
of contact analysis. Several techniques exist to fix overclosures, but most
suffer from several drawbacks. This work introduces a novel automated algorithm
in an iterative process to remove overclosure and create a desired minimum gap
for 2D and 3D finite element models. The RBF Network algorithm was introduced
by its four major steps to remove the initial overclosure. Additionally, the
algorithm was validated using two test cases against conventional nodal
adjustment. The first case compared the ability of each algorithm to remove
differing levels of overclosure between two deformable muscles and the effects
on mesh quality. The second case used a non-deformable femur and deformable
distal femoral cartilage geometry with initial overclosure to test both
algorithms and observe the effects on the resulting contact FEA. The RBF
Network in the first case study was successfully able to remove all
overclosures. In the second case, the nodal adjustment method failed to create
a usable FEA model, while the RBF Network had no such issue. This work proposed
an algorithm to remove initial overclosures prior to FEA that has improved
performance over conventional nodal adjustment, especially in complicated
situations and those involving 3D elements. The work can be included in
existing FEA modeling workflows to improve FEA results in situations involving
sparse volumetric segmentation and mesh morphing. This algorithm has been
implemented in MATLAB, and the source code is publicly available to download at
the following GitHub repository: https://github.com/thor-andreassen/femorsComment: 26 Pages, 5 Figures, 2 Table
Prevalence of haptic feedback in robot-mediated surgery : a systematic review of literature
© 2017 Springer-Verlag. This is a post-peer-review, pre-copyedit version of an article published in Journal of Robotic Surgery. The final authenticated version is available online at: https://doi.org/10.1007/s11701-017-0763-4With the successful uptake and inclusion of robotic systems in minimally invasive surgery and with the increasing application of robotic surgery (RS) in numerous surgical specialities worldwide, there is now a need to develop and enhance the technology further. One such improvement is the implementation and amalgamation of haptic feedback technology into RS which will permit the operating surgeon on the console to receive haptic information on the type of tissue being operated on. The main advantage of using this is to allow the operating surgeon to feel and control the amount of force applied to different tissues during surgery thus minimising the risk of tissue damage due to both the direct and indirect effects of excessive tissue force or tension being applied during RS. We performed a two-rater systematic review to identify the latest developments and potential avenues of improving technology in the application and implementation of haptic feedback technology to the operating surgeon on the console during RS. This review provides a summary of technological enhancements in RS, considering different stages of work, from proof of concept to cadaver tissue testing, surgery in animals, and finally real implementation in surgical practice. We identify that at the time of this review, while there is a unanimous agreement regarding need for haptic and tactile feedback, there are no solutions or products available that address this need. There is a scope and need for new developments in haptic augmentation for robot-mediated surgery with the aim of improving patient care and robotic surgical technology further.Peer reviewe
Computational design of skinned Quad-Robots
We present a computational design system that assists users to model, optimize, and fabricate quad-robots with soft skins. Our system addresses the challenging task of predicting their physical behavior by fully integrating the multibody dynamics of the mechanical skeleton and the elastic behavior of the soft skin. The developed motion control strategy uses an alternating optimization scheme to avoid expensive full space time-optimization, interleaving space-time optimization for the skeleton, and frame-by-frame optimization for the full dynamics. The output are motor torques to drive the robot to achieve a user prescribed motion trajectory. We also provide a collection of convenient engineering tools and empirical manufacturing guidance to support the fabrication of the designed quad-robot. We validate the feasibility of designs generated with our system through physics simulations and with a physically-fabricated prototype
Stable Constrained Dynamics
International audienceWe present a unification of the two main approaches to simulate deformable solids, namely elasticity and constraints. Elasticity accurately handles soft to moderately stiff objects, but becomes numerically hard as stiffness increases. Constraints efficiently handle high stiffness, but when integrated in time they can suffer from instabilities in the nullspace directions, generating spurious transverse vibrations when pulling hard on thin inextensible objects or articulated rigid bodies. We show that geometric stiffness, the tensor encoding the change of force directions (as opposed to intensities) in response to a change of positions, is the missing piece between the two approaches. This previously neglected stiffness term is easy to implement and dramatically improves the stability of inextensible objects and articulated chains, without adding artificial bending forces. This allows time step increases up to several orders of magnitude using standard linear solvers
Real-time hybrid cutting with dynamic fluid visualization for virtual surgery
It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery
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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
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