• Title/Summary/Keyword: Deformable body modeling

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Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

Collision Analysis of the Next Generation High-speed EMU Using 3D/1D Hybrid FE Model (3D/1D 하이브리드 유한요소 모델을 이용한 동력 분산형 차세대 고속열차 전체차량의 충돌 해석)

  • Kim, Geo-Young;Koo, Jeong-Seo
    • Transactions of the Korean Society of Automotive Engineers
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    • v.20 no.3
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    • pp.67-76
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    • 2012
  • In this paper, collision analysis of the full rake for the Next Generation High-speed EMU is conducted using a 3D/1D hybrid model, which combines 3-dimensional (3D) front-end structure of finite element model and 1-dimensional (1D) multi-body dynamics model in order to analyze train collision with a standard 3D deformable obstacle. The crush forces, passengers' accelerations and energy absorptions of a full rake train can be easily obtained through a simulation of a 1D dynamics model composed of nonlinear springs, dampers and masses. Also the obtained simulation results are very similar to those of a 3D model if an overriding behavior does not occur during collision. The standard obstacle in TSI regulation has been changed from a rigid body to a deformable body, and therefore 3D collision simulations should be conducted because their simulation results depends on the front-end structure of a train. According to the obstacle collision analysis of this study, the obstacle collides with the driver's upper structure after overriding over the front-end module. The 3D/1D hybrid model is effective to evaluate a main energy-absorbing module that is frequently changed during design process and reduce the need time of the modeling and analysis when compared to a 3D full car body.

Development of Cholecystectomy Simulation for Laparoscopic Surgery Training (복강경수술 훈련용 담낭 절제술 시뮬레이션 개발)

  • Kim, Young-Jun;Roy, Frederick;Lee, Seung-Bin;Seo, Joon-Ho;Lee, Deuk-Hee;Park, Se-Hyung
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.5
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    • pp.303-311
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    • 2012
  • Laparoscopic surgery is a surgical procedure which uses long laparoscopic instruments through tiny holes in abdomen while watching images from a laparoscopic camera through umbilicus. Laparoscopic surgeries have many advantages rather than open surgeries, however it is hard to learn the surgical skills for laparoscopic surgery. Recently, some virtual simulation systems for laparoscopic surgery are developed to train novice surgeons or resident surgeons. In this study, we introduce the techniques that we developed for laparoscopic surgical training simulator for cholecystectomy (gallbladder removal), which is one of the most frequently performed by laparoscopic surgery. The techniques for cholecystectomy simulation include modeling of human organs (liver, gallbladder, bile ducts, etc.), real-time deformable body calculation, realistic 3D visualization of surgical scene, high-fidelity haptic rendering and haptic device technology, and so on. We propose each simulation technique for the laparoscopic cholecystectomy procedures such as identifying cystic duct and cystic artery to clamp and cut, dissecting connective tissues between the gallbladder and liver. In this paper, we describe the techniques and discuss about the results of the proposed cholecystectomy simulation for laparoscopic surgical training.

Dynamic Analysis of a Very Flexible Cable Carrying A Moving Multibody System (다물체 시스템이 이동하는 유연한 케이블의 동역학 해석에 관한 연구)

  • 서종휘;정일호;한형석;박태원
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.14 no.2
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    • pp.150-156
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    • 2004
  • In this paper, the dynamic behavior of a very flexible cable due to moving multibody system along its length is presented. The very deformable motion of a cable is presented using absolute nodal coordinate formulation, which is based on the finite element procedures and the general continuum mechanics theory to represent the elastic forces. Formulation for the sliding joint between a very flexible beam and a rigid body is derived. In order to formulate the constraint equations of this joint, a non-generalized coordinate, which has no inertia or forces associated with this coordinate, is used. The modeling of this sliding joint is very important to many mechanical applications such as the ski lifts. cable cars, and pulley systems. A multibody system moves along an elastic cable using this sliding joint. A numerical example is shownusing the developed analysis program for flexible multibody systems that include a large deformable cable.

Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

Study on a 2-Dimensional Dynamic Modeling Technique to Analyze the Overriding Phenomena of Rollingstock (열차의 타고오름 해석을 위한 2차원 충돌동역학 모델링 기법 연구)

  • Kim, Geo-Young;Koo, Jeong-Seo;Kwon, Tae-Soo
    • Journal of the Korean Society for Railway
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    • v.14 no.1
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    • pp.11-18
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    • 2011
  • This paper proposed a new 2-D multi-body dynamic modeling technique to analyze overriding behaviors taking place during train collision. This dynamic model is composed of nonlinear springs, dampers and masses by considering the deformable characteristics of carbodies as well as energy absorbing structures and components. By solving this dynamic model for rollingstock, energy absorbing capacities of collision elements, accelerations of passenger sections, impact forces applied to interconnecting devices, and overriding displacements can be well estimated. For a case study, we chose KHST (Korean High Speed Train), obtained crush characteristic data of each carbody section from 3-D finite element analysis, and established a 2-D multi-body dynamic model. This 2-D dynamic model was simulated under the train-to-train collision scenarios, and evaluated with 3-D virtual testing model. It was founded from the simulation results that this 2-D dynamic model could well predict overriding behaviors, and the modeling technique of carbody deformation was very important in overriding estimation.

A Haptic Pottery Modeling System Using GPU-Based Circular Sector Element Method (GPU 기반의 부채꼴 요소법을 이용한 햅틱 도자기 모델링 시스템)

  • Lee, Jae-Bong;Han, Gab-Jong;Choi, Seung-Moon
    • Journal of KIISE:Software and Applications
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    • v.37 no.8
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    • pp.611-619
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    • 2010
  • This paper presents an efficient modeling system of virtual pottery in which the user can deform a body of virtual clay with a haptic tool for E-learning. We propose a Circular Sector Element Method (CSEM) which represents the virtual pottery with a set of circular sector elements based on the cylindrical symmetry of pottery. Efficient algorithms for collision detection and response, interactions between adjacent elements, and GPU-based visual-haptic synchronization are designed and implemented for the CSEM. Empirical evaluation showed that the modeling system is computationally efficient with finer details and provides convincing model deformation and force feedback. The developed system, if combined with educational contents, is expected to be used as an effective E-learning platform for elementary school students.

A Review of Computational Phantoms for Quality Assurance in Radiology and Radiotherapy in the Deep-Learning Era

  • Peng, Zhao;Gao, Ning;Wu, Bingzhi;Chen, Zhi;Xu, X. George
    • Journal of Radiation Protection and Research
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    • v.47 no.3
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    • pp.111-133
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    • 2022
  • The exciting advancement related to the "modeling of digital human" in terms of a computational phantom for radiation dose calculations has to do with the latest hype related to deep learning. The advent of deep learning or artificial intelligence (AI) technology involving convolutional neural networks has brought an unprecedented level of innovation to the field of organ segmentation. In addition, graphics processing units (GPUs) are utilized as boosters for both real-time Monte Carlo simulations and AI-based image segmentation applications. These advancements provide the feasibility of creating three-dimensional (3D) geometric details of the human anatomy from tomographic imaging and performing Monte Carlo radiation transport simulations using increasingly fast and inexpensive computers. This review first introduces the history of three types of computational human phantoms: stylized medical internal radiation dosimetry (MIRD) phantoms, voxelized tomographic phantoms, and boundary representation (BREP) deformable phantoms. Then, the development of a person-specific phantom is demonstrated by introducing AI-based organ autosegmentation technology. Next, a new development in GPU-based Monte Carlo radiation dose calculations is introduced. Examples of applying computational phantoms and a new Monte Carlo code named ARCHER (Accelerated Radiation-transport Computations in Heterogeneous EnviRonments) to problems in radiation protection, imaging, and radiotherapy are presented from research projects performed by students at the Rensselaer Polytechnic Institute (RPI) and University of Science and Technology of China (USTC). Finally, this review discusses challenges and future research opportunities. We found that, owing to the latest computer hardware and AI technology, computational human body models are moving closer to real human anatomy structures for accurate radiation dose calculations.

3D Human Shape Estimation from a Silhouette Image by using Statistical Human Shape Spaces (통계적 신체 외형 데이터베이스를 활용한 실루엣으로부터의 3차원 인체 외형 예측)

  • Dasol Ahn;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.13-22
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    • 2023
  • In this paper, we present a method for estimating full 3D shapes from given 2D silhouette images of human bodies. Because the silhouette only consists of the partial information on the true shape, it is an ill-posed problem. To address the problem, we use the statistical human shape space obtained from the existing large 3D human shape database. The method consists of three steps. First, we extract the boundary pixels and their appropriate normal vectors from the input silhouette images. Then, we initialize the correspondences of each pixel to the vertex of the statistically-deformable 3D human model. Finally, we numerically optimize the parameters of the statistical model to fit best to the given silhouettes. The viability and the robustness of the method is demonstrated with various experiments.