Interactive Simulation of Materials with Hybrid Rigid-Flexible Dynamics

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Solution Overview

Problem

Current simulation technologies face limitations in accurately simulating materials with combined rigid and flexible components, particularly in allowing interaction with soft objects, handling nonlinear material responses, and efficiently modeling heterogeneous materials, which restricts their application in various industries due to computational complexity and the inability to simulate non-equilibrium objects.

Innovation Solution

A method that combines rigid and flexible simulation techniques, using orientation-preserving springs and haptic devices to enable direct interaction with simulated objects, allowing for the simulation of materials with varying rigidity and nonlinear responses, and the ability to model complex shapes and interactions in real-time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If flexible-body simulation using springs is used to simulate soft objects, then the ability to simulate soft and flexible materials is improved, but computational stability deteriorates and simulation speed decreases due to difficulties in solving equations at interactive frame-rates

Engineering Contradiction:
Improveability to simulate soft objectsVSAvoidcomputational stability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent changes the simulation parameters by using a hybrid approach that combines rigid-body dynamics with flexible-body spring models. By dynamically adjusting the simulation parameters and using pre-computed mass-spring-damper systems, the patent achieves stable simulations of soft objects at interactive frame-rates without sacrificing computational reliability.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If FEA simulations are used to model materials, then detailed material deformation can be simulated, but interaction with simulated objects is not allowed due to computational time requirements

Engineering Contradiction:
Improvematerial deformation simulation accuracyVSAvoidinteraction capability
Core Design Contradiction:
Manufacturing precisionVSEase of operation

Solution Approach 1:

The patent segments the simulation into two parts: a detailed FEA model for accurate material deformation and a simplified interactive model for real-time interaction. The FEA model is pre-computed to extract mass-spring-damper parameters, which are then used in a lightweight simulation that allows interactive manipulation while maintaining deformation accuracy.

Inventive Principle:
Principle #1Segmentation

3Productivity

If rigid-body simulation is used, then computational efficiency is improved, but the ability to simulate soft objects and flexible components is lost

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidability to simulate soft objects
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent merges rigid-body simulation with flexible-body spring models to create a hybrid simulation system. This combination allows the system to maintain the computational efficiency of rigid-body simulation while adding the capability to simulate soft and flexible objects through integrated mass-spring-damper systems.

Inventive Principle:
Principle #5Merging (Combining)

4Measurement precision

If flexible-body simulation uses more springs to improve rotation accuracy, then rotation simulation improves, but computational complexity and processing time increase

Engineering Contradiction:
Improverotation simulation accuracyVSAvoidspring network complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies partial action by using a reduced number of springs compared to a fully detailed FEA model. By pre-computing the mass-spring-damper parameters from FEA and using only the essential springs for rotation simulation, the patent achieves adequate rotation accuracy without the computational complexity of a complete spring network.

Inventive Principle:
Principle #16Partial or excessive action

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach enables more accurate and interactive simulation of materials with combined rigid and flexible components, allowing for real-time collision detection and response, improved rotation simulation, and the ability to model complex dynamic properties, thereby expanding the applicability of simulations in fields like medicine and robotics.

Implementation Method 1

A method and system for interactive simulation of materials with combined rigid and flexible components uses orientation-preserving springs

Methodology Applied
Scientific EffectSpring: Spring

Implementation Method 2

using orientation-preserving springs and haptic devices to enable direct interaction with simulated objects

Methodology Applied
Scientific EffectHaptic feedback:

Data Source

PatentEP2005342B1Method and system for interactive simulation of materials
Publication Date: 2019.06.05 MILLMAN ALLAN
  • EP2005342B1 patent drawingFigure 1A
  • EP2005342B1 patent drawingFigure 1B
  • EP2005342B1 patent drawingFigure 2

AI summary

A method and system for interactive simulation of materials. The method and system provide flexible simulation, the ability to combine rigid and flexible simulation, a collision-detection method for simulating objects and other entities, and a system for displaying and interacting with simulated objects which includes a harness for registering the hardware components of the simulation with respect to each other.