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运动动态模拟中软骨接触压力的高效计算

Efficient Computation of Cartilage Contact Pressures within Dynamic Simulations of Movement.

作者信息

Smith Colin R, Choi Kwang Won, Negrut Dan, Thelen Darryl G

机构信息

Department of Mechanical Engineering, University of Wisconsin-Madison, Madison, USA.

Department of Biomedical Engineering, University of Wisconsin-Madison, Madison, USA.

出版信息

Comput Methods Biomech Biomed Eng Imaging Vis. 2018;6(5):491-498. doi: 10.1080/21681163.2016.1172346. Epub 2016 May 13.

Abstract

The objective of this study was to assess the use of an advanced collision detection algorithm to simulate cartilage contact pressure patterns within dynamic musculoskeletal simulations of movement. We created a knee model that included articular cartilage contact for the tibiofemoral and patellofemoral joints. Knee mechanics were then predicted within the context of a dynamic gait simulation. At each time step of a simulation, ray-casting was used in conjunction with hierarchical oriented bounding boxes (OBB) to rapidly identify regions of overlap between articulating cartilage surfaces. Local cartilage contact pressure was then computed using an elastic foundation model. Collision detection implemented in parallel on a GPU provided up to a 10× speed increase when using high resolution mesh densities that had >10 triangles/mm. However, pressure magnitudes converged at considerably lower mesh densities (2.6 triangles/mm) where CPU and GPU implementations of collision detection exhibited equivalent performance. Simulated tibiofemoral contact locations were comparable to prior experimental measurements, while pressure magnitudes were similar to those predicted by finite element models. We conclude the use of ray-casting with hierarchical OBB for collision detection is a viable method for simulating joint contact mechanics in human movement.

摘要

本研究的目的是评估一种先进的碰撞检测算法在动态肌肉骨骼运动模拟中模拟软骨接触压力模式的应用。我们创建了一个膝关节模型,该模型包括胫股关节和髌股关节的关节软骨接触。然后在动态步态模拟的背景下预测膝关节力学。在模拟的每个时间步,光线投射与分层定向包围盒(OBB)结合使用,以快速识别关节软骨表面之间的重叠区域。然后使用弹性基础模型计算局部软骨接触压力。当使用具有>10个三角形/毫米的高分辨率网格密度时,在GPU上并行实现的碰撞检测提供了高达10倍的速度提升。然而,压力大小在相当低的网格密度(2.6个三角形/毫米)下收敛,此时碰撞检测的CPU和GPU实现表现出等效的性能。模拟的胫股接触位置与先前的实验测量结果相当,而压力大小与有限元模型预测的结果相似。我们得出结论,使用带有分层OBB的光线投射进行碰撞检测是模拟人体运动中关节接触力学的一种可行方法。

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