The modelling and simulation of deformable objects is a challenging topic in the field of haptic rendering between human and virtual environment.In this paper,a novel and efficient layered rhombus-chain-connected hapt...The modelling and simulation of deformable objects is a challenging topic in the field of haptic rendering between human and virtual environment.In this paper,a novel and efficient layered rhombus-chain-connected haptic deformation model based on physics is proposed for an excellent haptic rendering.During the modelling,the accumulation of relative displacements in every chain structure unit in each layer is equal to the deformation on the virtual object surface,and the resultant force of corresponding springs is equivalent to the external force.The layered rhombus-chain-connected model is convenient and fast to calculate,and can satisfy real-time requirement due to its simple nature.Simulation experiments in virtual human liver based on the proposed model are conducted,and the results demonstrate that our model provides stable and realistic haptic feeling in real time.Meanwhile,the display result is vivid.展开更多
An adaptive object tracking algorithm based on particle filtering and a modified Gradient Vector Flow (GVF) Snake is proposed for tracking moving and deforming objects. The original contours of objects are obtained by...An adaptive object tracking algorithm based on particle filtering and a modified Gradient Vector Flow (GVF) Snake is proposed for tracking moving and deforming objects. The original contours of objects are obtained by using the background differencing method,and the true contours of objects can be converged by means of the powerful searching ability of a modified GVF-Snake. Finally,an Energetic Particle Filtering (EPF) algorithm is obtained by combining particle filtering and a modified GVF-Snake,and by using K-means and the EPF algorithm,multiple objects can be tracked. The proposed tracking tactic for partially occluded objects can effectively improve its anti-occlusion ability. Experiments show that this algorithm can obtain better tracking effect even though the tracked object is occluded.展开更多
A method for deformation of 3D point clouds models was proposed with multi-constraints including arc-length constraints and multi-points position constraints. The energy function was built for the polyline which had b...A method for deformation of 3D point clouds models was proposed with multi-constraints including arc-length constraints and multi-points position constraints. The energy function was built for the polyline which had been converted from the curve. Based on the minimum energy curve method, the curve on the mesh was deformed. The test results show that the proposed method has good performance. Compared with the other method,shape preserving of the curve is better. Finally,this method is used for the deformation of the 3D mannequin model. Circumference changes of the mannequin model can be reflected by the arc-length change in the size of the cross section.展开更多
Most collision detection algorithms can be efficiently used only with solid and rigid objects, for instance, Hierarchical methods which must have their bounding representation recalculated every time deformation occur...Most collision detection algorithms can be efficiently used only with solid and rigid objects, for instance, Hierarchical methods which must have their bounding representation recalculated every time deformation occurs. An alternative algorithm using particle-based method is then proposed which can detect the collision among non-rigid deformable polygonal models. However, the original particle-based collision detection algorithm might not be sufficient enough in some situations due to the improper particle dispersion. Therefore, this research presents an improved algorithm which provides a particle to detect in each separated area so that particles always covered all over the object. The surface partitioning can be efficiently performed by using LBG quantization since it can classify object vertices into several groups base on a number of factors as required. A particle is then assigned to move between vertices in a group by the attractive forces received from other particles on neighbouring objects. Collision is detected when the distance between a pair of corresponding particles becomes very small. Lastly, the proposed algo- rithm has been implemented to show that collision detection can be conducted in real-time.展开更多
Digital speckle pattern interferometry (DSPI) is a high-precision deformation t technique for planar objects. However, for curved objects, the three-dimensional (3D) shape information is needed in order to obtain ...Digital speckle pattern interferometry (DSPI) is a high-precision deformation t technique for planar objects. However, for curved objects, the three-dimensional (3D) shape information is needed in order to obtain correct deformation measurement in DSPI. Thus, combined shape and deformation measurement techniques of DSPI have been proposed. However, the current techniques are either complex in setup or complicated in operation. Furthermore, the operations of some techniques are too slow for real-time measurement. In this work, we propose a DSPI technique for both 3D shape and out-of-plane deformation measurement. Compared with current techniques, the proposed technique is simple in both setup and operation and is capable of fast deformation measurement. Theoretical analysis and experiments are performed. For a cylinder surface with an arch height of 9 mm, the error of out-of-plane deformation measurement is less than 0.15 μm. The effectiveness of the proposed scheme is verified.展开更多
This paper presents a parallel method for simulating real-time 3D deformable objects using the volume preservation mass-spring system method on tetrahedron meshes.In general,the conventional mass-spring system is mani...This paper presents a parallel method for simulating real-time 3D deformable objects using the volume preservation mass-spring system method on tetrahedron meshes.In general,the conventional mass-spring system is manipulated as a force-driven method because it is fast,simple to implement,and the parameters can be controlled.However,the springs in traditional mass-spring system can be excessively elongated which cause severe stability and robustness issues that lead to shape restoring,simulation blow-up,and huge volume loss of the deformable object.In addition,traditional method that uses a serial process of the central processing unit(CPU)to solve the system in every frame cannot handle the complex structure of deformable object in real-time.Therefore,the first order implicit constraint enforcement for a mass-spring model is utilized to achieve accurate visual realism of deformable objects with tough constraint error.In this paper,we applied the distance constraint and volume conservation constraints for each tetrahedron element to improve the stability of deformable object simulation using the mass-spring system and behave the same as its real-world counterparts.To reduce the computational complexity while ensuring stable simulation,we applied a method that utilizes OpenGL compute shader,a part of OpenGL Shading Language(GLSL)that executes on the graphic processing unit(GPU)to solve the numerical problems effectively.We applied the proposed methods to experimental volumetric models,and volume percentages of all objects are compared.The average volume percentages of all models during the simulation using the mass-spring system,distance constraint,and the volume constraint method were 68.21%,89.64%,and 98.70%,respectively.The proposed approaches are successfully applied to improve the stability of mass-spring system and the performance comparison from our experimental tests also shows that the GPU-based method is faster than CPU-based implementation for all cases.展开更多
A graph theory model of the human nature structure( GMH) for machine vision and image/graphics processing is described in this paper. Independent from the motion and deformation of contours,the human nature structure(...A graph theory model of the human nature structure( GMH) for machine vision and image/graphics processing is described in this paper. Independent from the motion and deformation of contours,the human nature structure( HNS) embodies the most basic movement characteristics of the body. The human body can be divided into basic units like head,torso,and limbs. Using these basic units,a graph theory model for the HNS can be constructed. GMH provides a basic model for human posture processing,and the outline in the perspective projection plane is the body contour of an image. In addition,the GMH can be applied to articulated motion and deformable objects,e. g.,in the design and analysis of body posture,by modifying mapping parameters of the GMH.展开更多
This paper presents a learning-based control framework for fast(<1.5 s)and accurate manipulation of a flexible object,i.e.,whip targeting.The framework consists of a motion planner learned or optimized by an algori...This paper presents a learning-based control framework for fast(<1.5 s)and accurate manipulation of a flexible object,i.e.,whip targeting.The framework consists of a motion planner learned or optimized by an algorithm,Online Impedance Adaptation Control(OIAC),a sim2real mechanism,and a visual feedback component.The experimental results show that a soft actor-critic algorithm outperforms three Deep Reinforcement Learning(DRL),a nonlinear optimization,and a genetic algorithm in learning generalization of motion planning.It can greatly reduce average learning trials(to<20 of others)and maximize average rewards(to>3 times of others).Besides,motion tracking errors are greatly reduced to 13.29 and 22.36 of constant impedance control by the OIAC of the proposed framework.In addition,the trajectory similarity between simulated and physical whips is 89.09.The presented framework provides a new method integrating data-driven and physics-based algorithms for controlling fast and accurate arm manipulation of a flexible object.展开更多
Surgical simulators need to simulate deformation and cutting of deformable objects. Adaptive octree mesh based cutting methods embed the deformable objects into octree meshes that are recursively refined near the cutt...Surgical simulators need to simulate deformation and cutting of deformable objects. Adaptive octree mesh based cutting methods embed the deformable objects into octree meshes that are recursively refined near the cutting tool trajectory. Deformation is only applied to the octree meshes; thus the deformation instability problem caused by degenerated elements is avoided. Biological tissues and organs usually contain complex internal structures that are ignored by previous work. In this paper the deformable objects are modeled as voxels connected by links and embedded inside adaptive octree meshes. Links swept by the cutting tool are disconnected and object surface meshes are reconstructed from disconnected links. Two novel methods for embedding triangular meshes as internal structures are proposed. The surface mesh embedding method is applicable to arbitrary triangular meshes, but these meshes have no physical properties. The material sub-region embedding method associates the interiors enclosed by the triangular meshes with physical properties, but requires that these meshes are watertight, and have no self-intersections, and their smallest features are larger than a voxel. Some local features are constructed in a pre-calculation stage to increase simulation performance. Simulation tests show that our methods can cut embedded structures in a way consistent with the cutting of the deformable objects. Cut fragments can also deform correctly along with the deformable objects.展开更多
We present a novel algorithm BADF(Bounding Volume Hierarchy Based Adaptive Distance Fields)for accelerating the construction of ADFs(adaptive distance fields)of rigid and deformable models on graphics processing units...We present a novel algorithm BADF(Bounding Volume Hierarchy Based Adaptive Distance Fields)for accelerating the construction of ADFs(adaptive distance fields)of rigid and deformable models on graphics processing units.Our approach is based on constructing a bounding volume hierarchy(BVH)and we use that hierarchy to generate an octree-based ADF.We exploit the coherence between successive frames and sort the grid points of the octree to accelerate the computation.Our approach is applicable to rigid and deformable models.Our GPU-based(graphics processing unit based)algorithm is about 20x--50x faster than current mainstream central processing unit based algorithms.Our BADF algorithm can construct the distance fields for deformable models with 60k triangles at interactive rates on an NVIDIA GTX GeForce 1060.Moreover,we observe 3x speedup over prior GPU-based ADF algorithms.展开更多
Variable Impedance control allows robots and humans to safely and efficiently interact with unknown external environments.This tutorial introduces online impedance adaptation control(OIAC)for variable compliant joint ...Variable Impedance control allows robots and humans to safely and efficiently interact with unknown external environments.This tutorial introduces online impedance adaptation control(OIAC)for variable compliant joint motions in a range of control tasks:rapid(<1 s)movement control(i.e.,whipping to hit),arm and finger impedance quantification,multifunctional exoskeleton control,and robot-inspired human arm control hypothesis.The OIAC has been introduced as a feedback control,which can be integrated into a feedforward control,e.g.,learned by data-driven methods.This integration facilitates the understanding of human and robot arm control,closing a research loop between biomechanics and robotics.It shows not only a research way from biomechanics to robotics,but also another reserved one.This tutorial aims at presenting research examples and Python codes for advancing the understanding of variable impedance adaptation in human and robot motor control.It contributes to the state-of-the-art by providing an online impedance adaptation controller for wearable robots(i.e.,exoskeletons)which can be used in robotic and biomechanical applications.展开更多
基金Supported by the National High Technology Research and Development Programme of China(2013AA010803,2009AA01Z311,2009AA01Z314)the National Natural Science Foundation of China(61304205,61075068,61203316)+1 种基金the open funding project of State Key Laboratory of Virtual Reality Technology and Systems,Beihang University,Jiangsu Ordinary University Science Research Project(11KJB460006)Innovation and Entrepreneurship Training Project of College Students(201210300022,12CX023,201310300092)
文摘The modelling and simulation of deformable objects is a challenging topic in the field of haptic rendering between human and virtual environment.In this paper,a novel and efficient layered rhombus-chain-connected haptic deformation model based on physics is proposed for an excellent haptic rendering.During the modelling,the accumulation of relative displacements in every chain structure unit in each layer is equal to the deformation on the virtual object surface,and the resultant force of corresponding springs is equivalent to the external force.The layered rhombus-chain-connected model is convenient and fast to calculate,and can satisfy real-time requirement due to its simple nature.Simulation experiments in virtual human liver based on the proposed model are conducted,and the results demonstrate that our model provides stable and realistic haptic feeling in real time.Meanwhile,the display result is vivid.
基金Supported by the Significant Term of Science and Technology Research in Ministry of Education (No. 205060)Open Research Fund of National Mobile Communications Research Laboratory,Southeast University (N200911)+2 种基金Significant Basic Research of Jiangsu Province Colleges and Universities Natural Science Projects (07 KJA51006)Research Fund of Nanjing College of Traffic Vocational Technology (JY0903)Huawei Science and Technology Fund
文摘An adaptive object tracking algorithm based on particle filtering and a modified Gradient Vector Flow (GVF) Snake is proposed for tracking moving and deforming objects. The original contours of objects are obtained by using the background differencing method,and the true contours of objects can be converged by means of the powerful searching ability of a modified GVF-Snake. Finally,an Energetic Particle Filtering (EPF) algorithm is obtained by combining particle filtering and a modified GVF-Snake,and by using K-means and the EPF algorithm,multiple objects can be tracked. The proposed tracking tactic for partially occluded objects can effectively improve its anti-occlusion ability. Experiments show that this algorithm can obtain better tracking effect even though the tracked object is occluded.
基金the Key Project of the National Nature Science Foundation of China(No.61134009)Program for Changjiang Scholars and Innovation Research Team in University from the Ministry of Education,China(No.IRT1220)+2 种基金Specialized Research Funds for Shanghai Leading Talents,Project of the Shanghai Committee of Science and Technology,China(Nos.13JC1400200,11JC1400200)Innovation Program of Shanghai Municipal Education Commission,China(No.14ZZ067)the Fundamental Research Funds for the Central Universities,China(No.2232012A3-04)
文摘A method for deformation of 3D point clouds models was proposed with multi-constraints including arc-length constraints and multi-points position constraints. The energy function was built for the polyline which had been converted from the curve. Based on the minimum energy curve method, the curve on the mesh was deformed. The test results show that the proposed method has good performance. Compared with the other method,shape preserving of the curve is better. Finally,this method is used for the deformation of the 3D mannequin model. Circumference changes of the mannequin model can be reflected by the arc-length change in the size of the cross section.
文摘Most collision detection algorithms can be efficiently used only with solid and rigid objects, for instance, Hierarchical methods which must have their bounding representation recalculated every time deformation occurs. An alternative algorithm using particle-based method is then proposed which can detect the collision among non-rigid deformable polygonal models. However, the original particle-based collision detection algorithm might not be sufficient enough in some situations due to the improper particle dispersion. Therefore, this research presents an improved algorithm which provides a particle to detect in each separated area so that particles always covered all over the object. The surface partitioning can be efficiently performed by using LBG quantization since it can classify object vertices into several groups base on a number of factors as required. A particle is then assigned to move between vertices in a group by the attractive forces received from other particles on neighbouring objects. Collision is detected when the distance between a pair of corresponding particles becomes very small. Lastly, the proposed algo- rithm has been implemented to show that collision detection can be conducted in real-time.
基金supported by the National Key Research and Development Project of China(No.2016YFF0200700)the National Natural Science Foundation of China(No.61405111)
文摘Digital speckle pattern interferometry (DSPI) is a high-precision deformation t technique for planar objects. However, for curved objects, the three-dimensional (3D) shape information is needed in order to obtain correct deformation measurement in DSPI. Thus, combined shape and deformation measurement techniques of DSPI have been proposed. However, the current techniques are either complex in setup or complicated in operation. Furthermore, the operations of some techniques are too slow for real-time measurement. In this work, we propose a DSPI technique for both 3D shape and out-of-plane deformation measurement. Compared with current techniques, the proposed technique is simple in both setup and operation and is capable of fast deformation measurement. Theoretical analysis and experiments are performed. For a cylinder surface with an arch height of 9 mm, the error of out-of-plane deformation measurement is less than 0.15 μm. The effectiveness of the proposed scheme is verified.
基金This work was supported by the Basic Science Research Program through the National Research Foundation of Korea(NRF-2019R1F1A1062752)funded by the Ministry of Education+1 种基金was funded by BK21 FOUR(Fostering Outstanding Universities for Research)(No.:5199990914048)and was also supported by the Soonchunhyang University Research Fund.
文摘This paper presents a parallel method for simulating real-time 3D deformable objects using the volume preservation mass-spring system method on tetrahedron meshes.In general,the conventional mass-spring system is manipulated as a force-driven method because it is fast,simple to implement,and the parameters can be controlled.However,the springs in traditional mass-spring system can be excessively elongated which cause severe stability and robustness issues that lead to shape restoring,simulation blow-up,and huge volume loss of the deformable object.In addition,traditional method that uses a serial process of the central processing unit(CPU)to solve the system in every frame cannot handle the complex structure of deformable object in real-time.Therefore,the first order implicit constraint enforcement for a mass-spring model is utilized to achieve accurate visual realism of deformable objects with tough constraint error.In this paper,we applied the distance constraint and volume conservation constraints for each tetrahedron element to improve the stability of deformable object simulation using the mass-spring system and behave the same as its real-world counterparts.To reduce the computational complexity while ensuring stable simulation,we applied a method that utilizes OpenGL compute shader,a part of OpenGL Shading Language(GLSL)that executes on the graphic processing unit(GPU)to solve the numerical problems effectively.We applied the proposed methods to experimental volumetric models,and volume percentages of all objects are compared.The average volume percentages of all models during the simulation using the mass-spring system,distance constraint,and the volume constraint method were 68.21%,89.64%,and 98.70%,respectively.The proposed approaches are successfully applied to improve the stability of mass-spring system and the performance comparison from our experimental tests also shows that the GPU-based method is faster than CPU-based implementation for all cases.
基金Supported by the National Natural Science Foundation of China(No.71373023,61372148,61571045)Beijing Advanced Innovation Center for Imaging Technology(No.BAICIT-2016002)+1 种基金the National Key Technology R&D Program(No.2014BAK08B02,2015BAH55F03)the Importation and Development of High-Caliber Talents Project of Beijing Municipal Institutions(No.CIT&TCD201504039)
文摘A graph theory model of the human nature structure( GMH) for machine vision and image/graphics processing is described in this paper. Independent from the motion and deformation of contours,the human nature structure( HNS) embodies the most basic movement characteristics of the body. The human body can be divided into basic units like head,torso,and limbs. Using these basic units,a graph theory model for the HNS can be constructed. GMH provides a basic model for human posture processing,and the outline in the perspective projection plane is the body contour of an image. In addition,the GMH can be applied to articulated motion and deformable objects,e. g.,in the design and analysis of body posture,by modifying mapping parameters of the GMH.
基金supported in part by the Brødrene Hartmanns(No.A36775)Thomas B.Thriges(No.7648-2106)+1 种基金Fabrikant Mads Clausens(No.2023-0210)EnergiFyn funds.
文摘This paper presents a learning-based control framework for fast(<1.5 s)and accurate manipulation of a flexible object,i.e.,whip targeting.The framework consists of a motion planner learned or optimized by an algorithm,Online Impedance Adaptation Control(OIAC),a sim2real mechanism,and a visual feedback component.The experimental results show that a soft actor-critic algorithm outperforms three Deep Reinforcement Learning(DRL),a nonlinear optimization,and a genetic algorithm in learning generalization of motion planning.It can greatly reduce average learning trials(to<20 of others)and maximize average rewards(to>3 times of others).Besides,motion tracking errors are greatly reduced to 13.29 and 22.36 of constant impedance control by the OIAC of the proposed framework.In addition,the trajectory similarity between simulated and physical whips is 89.09.The presented framework provides a new method integrating data-driven and physics-based algorithms for controlling fast and accurate arm manipulation of a flexible object.
文摘Surgical simulators need to simulate deformation and cutting of deformable objects. Adaptive octree mesh based cutting methods embed the deformable objects into octree meshes that are recursively refined near the cutting tool trajectory. Deformation is only applied to the octree meshes; thus the deformation instability problem caused by degenerated elements is avoided. Biological tissues and organs usually contain complex internal structures that are ignored by previous work. In this paper the deformable objects are modeled as voxels connected by links and embedded inside adaptive octree meshes. Links swept by the cutting tool are disconnected and object surface meshes are reconstructed from disconnected links. Two novel methods for embedding triangular meshes as internal structures are proposed. The surface mesh embedding method is applicable to arbitrary triangular meshes, but these meshes have no physical properties. The material sub-region embedding method associates the interiors enclosed by the triangular meshes with physical properties, but requires that these meshes are watertight, and have no self-intersections, and their smallest features are larger than a voxel. Some local features are constructed in a pre-calculation stage to increase simulation performance. Simulation tests show that our methods can cut embedded structures in a way consistent with the cutting of the deformable objects. Cut fragments can also deform correctly along with the deformable objects.
基金the National Key Research and Development Program of China under Grant No.2018AAA0102703the National Natural Science Foundation of China under Grant Nos.61972341,61972342,and 61732015.
文摘We present a novel algorithm BADF(Bounding Volume Hierarchy Based Adaptive Distance Fields)for accelerating the construction of ADFs(adaptive distance fields)of rigid and deformable models on graphics processing units.Our approach is based on constructing a bounding volume hierarchy(BVH)and we use that hierarchy to generate an octree-based ADF.We exploit the coherence between successive frames and sort the grid points of the octree to accelerate the computation.Our approach is applicable to rigid and deformable models.Our GPU-based(graphics processing unit based)algorithm is about 20x--50x faster than current mainstream central processing unit based algorithms.Our BADF algorithm can construct the distance fields for deformable models with 60k triangles at interactive rates on an NVIDIA GTX GeForce 1060.Moreover,we observe 3x speedup over prior GPU-based ADF algorithms.
基金supported by the Human Frontier Science Program(RGP0002/2017)the BrØrene Hartmanns Fund(A36775)the Thomas B.Thriges Fund(7648-2106).
文摘Variable Impedance control allows robots and humans to safely and efficiently interact with unknown external environments.This tutorial introduces online impedance adaptation control(OIAC)for variable compliant joint motions in a range of control tasks:rapid(<1 s)movement control(i.e.,whipping to hit),arm and finger impedance quantification,multifunctional exoskeleton control,and robot-inspired human arm control hypothesis.The OIAC has been introduced as a feedback control,which can be integrated into a feedforward control,e.g.,learned by data-driven methods.This integration facilitates the understanding of human and robot arm control,closing a research loop between biomechanics and robotics.It shows not only a research way from biomechanics to robotics,but also another reserved one.This tutorial aims at presenting research examples and Python codes for advancing the understanding of variable impedance adaptation in human and robot motor control.It contributes to the state-of-the-art by providing an online impedance adaptation controller for wearable robots(i.e.,exoskeletons)which can be used in robotic and biomechanical applications.