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Efficient Computation of Cartilage Contact Pressures within Dynamic Simulations of Movement

机译:动态运动仿真中的软骨接触压力的有效计算

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摘要

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/mm2. However, pressure magnitudes converged at considerably lower mesh densities (2.6 triangles/mm2) 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.
机译:这项研究的目的是评估使用先进的碰撞检测算法来模拟运动的动态肌肉骨骼模拟中的软骨接触压力模式。我们创建了一个包括胫骨股骨和bio股关节的关节软骨接触的膝盖模型。然后在动态步态模拟的背景下预测膝盖的力学。在模拟的每个时间步骤中,射线投射都与分层定向的边界框(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/ mm 2 的高分辨率网格密度时,在GPU上并行实现的碰撞检测可以将速度提高10倍。但是,压力大小会收敛在较低的网格密度(2.6个三角形/ mm 2 )上,其中碰撞检测的CPU和GPU实现表现出同等的性能。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大小相似。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一种模拟人体运动中的关节接触力学的可行方法。

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