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45 results about "Collision response" patented technology

In the context of classical mechanics simulations and physics engines employed within video games, collision response deals with models and algorithms for simulating the changes in the motion of two solid bodies following collision and other forms of contact.

Polyhedron collision dynamics analysis method for the process of space manipulator grabbing non-cooperative target

The invention provides a polyhedron collision dynamics analysis method for the process of a space manipulator grabbing a non-cooperative target. The method comprises the following steps of (1) establishing a dynamical model of a space manipulator; (2) expressing the tail end of the space manipulator as a combination of multiple polyhedrons, and expressing the non-cooperative target as a polyhedron; conducting collision detection on the polyhedron expressing the non-cooperative target through the multiple polyhedrons expressing the tail end of the space manipulator, and detecting whether two different polyhedrons collide or not; if not, repeating the step (2), and if yes, detecting the collision intersection point of the two different polyhedrons; (3) solving collision force in the process of the space manipulator grabbing the non-cooperative target through a non-linear damping model according to the collision intersection point of the two different polyhedrons; and (4) substituting the collision force into a dynamical equation to obtain the collision response in the grabbing process. The polyhedron collision dynamics analysis method is reasonable in design, simple in implementation, high in analytical calculation fidelity and closer to the practical situation.
Owner:NORTHWESTERN POLYTECHNICAL UNIV

Real-time motion simulation method for guide wire in minimally invasive vessel interventional operation

The invention relates to a real-time motion simulation method for a guide wire in a minimally invasive vessel interventional operation. The real-time motion simulation method comprises the following steps: (1) adopting a triangular surface mesh to perform modeling of a vessel; (2) adopting a Kirchhoff elastic rod model to perform modeling of the guide wire, and utilizing a Lagrange equation to calculate deformation force of the guide wire in the simulation process; (3) rendering the guide wire; (4) adopting a K-DOPS tree to perform collision detection between the guide wire and the vessel; (5) adopting a non-iterative restraint method to calculate contact force between the guide wire and the vessel and performing collision response; (6) using a Verlet integral formula to perform iteration update on position and speed of the guide wire; (7) utilizing Lagrange's multiplier and a fast projection method to achieve non-telescopic characteristics of the guide wire; and (8) using a force feedback device Phantom Omni to render acting force of the guide wire on a user. Compared with the prior art, the real-time motion simulation method has the advantages of being stable and reliable, convenient to achieve, real, efficient and high in engineering applicability and the like.
Owner:SHANGHAI JIAO TONG UNIV

Improved flexible cloth collision processing method

The invention relates to an improved flexible cloth collision processing method which is characterized by establishing a quad bounding box tree according to the spatial relation for the triangular meshes of the cloth, and using an AABB bounding box; at a rough detection stage, by combining the quad bounding box tree, eliminating the regions which impossibly intersect with each other further by an improved continuous vector cone method than by a conventional method; at an accurate detection stage, implementing a set of reasonable primitive detection strategy on the primitives which possibly intersect with each other within a step length, and adding penetration detection and processing in the detection process for improving the accuracy as far as possible and ensuring no penetration; and on the collision response mode, processing by an impulse compensation model and a contact surface mechanical model. The method comprises the following steps: (1) establishing a quad bounding box tree according to the spatial relation for the triangular meshes of the cloth; (2) by combining the quad bounding box tree, eliminating the regions which impossibly intersect with each other by an improved continuous vector cone method; (3) implementing a primitive detection strategy on the primitive pairs which possibly intersect with each other in a step length, and adding penetration detection and processing in the detection strategy; and (4) for the detected collision pairs, computing the collision response by adopting a combined mode of an impulse compensation model and a contact surface mechanical model.
Owner:BEIHANG UNIV

Multipoint contact force sense feedback system orienting virtual reality dental department operation training

The invention discloses a multipoint contact force sense feedback system orienting virtual reality dental department operation training. In the multipoint contact force sense feedback system, a force feedback equipment state reading module (1) reads a handle motion trail of force feedback equipment (44), converts the handle motion trail into a force sense tool terminal pose and outputs the force sense tool terminal pose to a tool model (41) and a force/torque computation module (4); a spherical tree collision detection module (2) carries out collision rejection processing on a dynamic force sense tool sphere tree output by the tool model (41) and a static dentition sphere tree output by a multilayer tooth model (42) by adopting a layering recursion collision detection strategy, so as to obtain all the intersected sphere pairs of leaf nodes; a multipoint contact collision response module (3) processes all the intersected spheres of the leaf nodes by adopting a collision response optimization model, so as to obtain a terminal pose of a graphic tool; and the force/torque computation module (4) processes the terminal pose of the graphic tool according to a generalized spring force model, so as to obtain a feedback force/torque, and the feedback force/torque is acted onto the force feedback equipment (44). The multipoint contact force sense feedback system disclosed by the invention can accurately solve a contact position and a posture of the graphic tool and a virtual dentition surface during continuous collision detection.
Owner:BEIHANG UNIV

Crash response system for virtual hand force feedback interaction

ActiveCN109116992ASatisfy the requirements of continuous real interaction forceImprove interaction authenticityInput/output for user-computer interactionDesign optimisation/simulationGraphicsComputer module
The invention discloses a collision response system for virtual hand force feedback interaction, comprising a model construction module, a master-slave control module, a visual feedback module and a force feedback module. The model construction module is used for constructing a cylindrical model of a virtual hand and a spherical tree model of a virtual object. Based on the constructed model, the subsequent visual display and physical thread calculation are carried out. The master-slave control module controls the finger posture motion of the virtual hand through the posture matrix operation, and reads the interactive data of the virtual hand and the virtual object; and the master-slave control module controls the finger posture motion of the virtual hand through the posture matrix operation. The visual feedback module obtains the virtual hand position and posture graphics without penetration constraint according to the interactive data. The force feedback module processes the posture of the virtual hand model according to the interactive data to obtain the feedback force or moment, and transmits the feedback force or moment to the finger end of the operator through the force feedback device. The system can realize the visual graphics of the virtual hand without penetration, and meet the requirements of continuous and real interaction, thus enhancing the interactive authenticity.
Owner:BEIHANG UNIV

Virtual assembly system based on Visual Basic and EON Studio

The invention provides a virtual assembly system based on Visual Basic and EON Studio. The virtual assembly system comprises an automatic assembly module, a manual assembly module, a motion simulation module, a collision detection module and an assembly sequence planning module, wherein the five function modules are all integrated in a Visual Basic integrated development tool; the Visual Basic integrated development tool builds the connection with an EON Studio simulation platform through an EonX control; the man-computer interaction can be realized through a mouse and a keyboard; the manual assembly process of a virtual mechanical product is completed; the moving and work process of the mechanical product and the motion transmission mode among all components are simulated; the collision response is made on the part collision in the simulation process; the virtual assembly system can be applied to enterprise mechanical product assembly link development, staff training and mechanical university practice teaching links; and the programming amount is reduced. Meanwhile, the virtual assembly system has the characteristics that the operation is simple; the manufacturing cost is low; and the man-machine interaction performance is high.
Owner:SHAANXI UNIV OF SCI & TECH

Servo mechanism based active force/touch sense feedback system and work method thereof

The invention discloses a servo mechanism based active force/touch sense feedback system and a work method thereof. The system is composed of a computer, a motion tracking sensor and a force/touch sense feedback mechanism and a controller. Hand motion data is collected in real time through the motion tracking sensor and sent to the computer, and collision detection of the hand and a tool or a control in a virtual environment is conducted. When the hand does not make contact with the tool or the control, the computer conducts hand motion locus prediction and motion planning and drives the force-touch sense feedback mechanism to conduct servo motion; when the tool or the control is operated with the hand, the force/touch sense feedback mechanism tail end drives the corresponding tool or control to reach the target position of a hand operation, touch sense feedback is provided, and meanwhile the computer conducts real-time collision response and force sense generation, drives the force/touch sense feedback mechanism to output force and provides active force sense feedback. By means of the system, the immersion and interaction of a virtual reality system can be improved, the size is small, the flexibility is high, and the system can be applied to the fields of virtual surgery, virtual driving and the like.
Owner:BEIHANG UNIV

A fast simulation method of superelastic material

ActiveCN109002630ADealing with rolloversAccelerate Simulation ComputingDesign optimisation/simulationSpecial data processing applicationsCollision responseInternal energy
The invention discloses a fast simulation method of superelastic material. The method comprises the following steps: 1) discretizing the three-dimensional model to be simulated is uniformly, and calculating the state information of each discrete point; 2) setting the neighborhood radius delta of the discrete points to construct the neighborhood connection relationship of each discrete point; 3) setting a nonlinear function, an anisotropic function and related material parameters according to the superelastic material to be simulated, and determining a material constitutive model of the three-dimensional model; 4) calculating the deformation internal energy and the corresponding generate internal force according to the material constitutive model and the current state stored at the discretepoint and applying the deformation internal energy and the correspond generated internal force on the discrete point; 5) applying external force, friction force and bending anti-flip force to the discrete points where internal force is applied; then solving the position and velocity of the discrete point at the next time; 6) carrying out collision detection and collision response on the processeddiscrete points, and adjusting the position and speed of the discrete points; 7) repeating 4) to 6) until the simulation ends. The invention can effectively simulate nonlinear and anisotropic phenomena.
Owner:PEKING UNIV +1

Inner bore complex surface contact collision response prediction method based on self-optimization CNN

ActiveCN111931404AStress state is clearPerfect Coupling TheorySustainable transportationCAD network environmentElement modelCollision response
The invention relates to an inner bore complex surface contact collision response prediction method based on a self-optimization convolutional neural network (CNN). The method comprises the steps: S1,building a wear barrel-projectile contact collision finite element model according to a barrel-projectile test platform based on artillery shooting test data; S2, constructing a sample set based on the finite element model in combination with a test result of the test platform; S3, based on the sample set, realizing hyper-parameter self-optimization according to a cooperative work mechanism of agenetic algorithm-sequential quadratic programming algorithm combination optimization algorithm, thereby obtaining an optimal hyper-parameter group; meanwhile, carrying out training in optimization ofhyper-parameters, and obtaining an optimal barrel-projectile contact collision model based on the self-optimization CNN; S4, further researching a contact collision response change rule according tothe obtained barrel-projectile contact collision model. According to the method, the influence of the complex surface of the abraded inner bore and the contact collision energy loss are considered, and the prediction efficiency is greatly improved while the response precision is ensured.
Owner:CHANGSHA UNIVERSITY OF SCIENCE AND TECHNOLOGY

GPU parallel fitting simulation method based on constraint projection

PendingCN112862957AMeet the needs of real-time simulationProcessor architectures/configurationImage generationComputational scienceHuman body
The invention provides a GPU (Graphics Processing Unit) parallel fitting simulation method based on constraint projection, which comprises the following steps of: constructing a binary cardinal number tree for a human body model in parallel through a Morton code to form a BVH (Binary Value Hierarchy), and directly traversing the BVH by using a clothing vertex for testing during each collision detection; according to the clothes simulation, a Galerkin multi-grid method is utilized to accelerate a Projective Dynamics method based on speed solution, linear skin coordinates are adopted to carry out degree-of-freedom expansion on clothes vertexes, in local solution of iteration of each frame, various geometric constraint projections are applied to the clothes vertexes, Signorini-Coulomb constraint projections are carried out on the clothes vertexes colliding with a human body, and the clothes vertexes are subjected to the degree-of-freedom expansion on the clothes vertexes, so that the degree-of-freedom expansion of the clothes vertexes is realized. Under the condition that a system matrix in global solution is not changed, simulation control over the collision response and friction physical effect of the clothes in fitting is achieved only through constraint projection in local solution iteration.
Owner:NANJING UNIV

Finite element modeling method for simulating bolt collision fracture failure

The invention provides a finite element modeling method for simulating bolt collision fracture failure. The finite element modeling method comprises the following steps that bolt center units are established through beam units, bolt shell units are arranged, material parameters are given to the bolt shell units, the bolt center units are in one-to-one correspondence with nodes of the bolt shell units, and rigid connection is arranged between the corresponding nodes. And a nut model is established, the outer surface of the nut model is divided into nut shell units, and the nut shell units are endowed with material parameters and nut quality. A rigid connection is established between corresponding nodes of the bolt shell unit and the nut shell unit. The bolt shell unit and the nut shell unit are added into contact with an external component. And a preload for each beam unit generated is set in the bolt modeling step. Material parameters are given to the beam units, and corresponding failure force and failure moment limit values are added to the material parameters. The model established by the modeling method is used for simulating the collision response, the simulation result is more accurate, the real vehicle collision frequency is reduced, and the development cost is saved.
Owner:摩登汽车(盐城)有限公司

Augmented reality interaction method and device suitable for real object and storage medium

The invention discloses an augmented reality interaction method and device suitable for a real object and a storage medium, and the interaction method comprises the following steps: selecting a real object for interaction in a virtual-real mixed space presented by augmented reality equipment; virtually and tightly wrapping a real object, and establishing a virtual wrapping body, wherein each functional area of the real object corresponds to each part of the virtual inclusion; marking each part of the virtual inclusion, defining an interaction mode and content of each part, and marking other real objects in the same mode, wherein a user interacts with a real object in the virtual-real mixed space, actually, an interaction event falls on a virtual inclusion of the real object, and feedback is carried out according to predefined interaction forms and contents of all parts. According to the interaction method, a user can establish an interaction relationship with a real object in an environment where the user is located anytime and anywhere, the real object is conveniently brought into a virtual-real mixed space for interaction, and when the object is moved, the virtual inclusion moves together with the real object according to the collision response of a hand to automatically keep an interaction relationship.
Owner:XI AN JIAOTONG UNIV

Polyhedron Collision Dynamics Analysis Method for Space Manipulator Capturing Non-cooperative Targets

The invention provides a polyhedron collision dynamics analysis method for the process of a space manipulator grabbing a non-cooperative target. The method comprises the following steps of (1) establishing a dynamical model of a space manipulator; (2) expressing the tail end of the space manipulator as a combination of multiple polyhedrons, and expressing the non-cooperative target as a polyhedron; conducting collision detection on the polyhedron expressing the non-cooperative target through the multiple polyhedrons expressing the tail end of the space manipulator, and detecting whether two different polyhedrons collide or not; if not, repeating the step (2), and if yes, detecting the collision intersection point of the two different polyhedrons; (3) solving collision force in the process of the space manipulator grabbing the non-cooperative target through a non-linear damping model according to the collision intersection point of the two different polyhedrons; and (4) substituting the collision force into a dynamical equation to obtain the collision response in the grabbing process. The polyhedron collision dynamics analysis method is reasonable in design, simple in implementation, high in analytical calculation fidelity and closer to the practical situation.
Owner:NORTHWESTERN POLYTECHNICAL UNIV
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