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Repositioning the Knee Joint in Human Body FE Models Using a Graphics-Based Technique

机译:使用基于图形的技术在人体有限元模型中重新定位膝关节

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Objective: Human body finite element models (FE-HBMs) are available in standard occupant or pedestrian postures. There is a need to have FE-HBMs in the same posture as a crash victim or to be configured in varying postures. Developing FE models for all possible positions is not practically viable. The current work aims at obtaining a posture-specific human lower extremity model by reconfiguring an existing one. Methodology: A graphics-based technique was developed to reposition the lower extremity of an FE-HBM by specifying the flexion-extension angle. Elements of the model were segregated into rigid (bones) and deformable components (soft tissues). The bones were rotated about the flexion-extension axis followed by rotation about the longitudinal axis to capture the twisting of the tibia. The desired knee joint movement was thus achieved. Geometric heuristics were then used to reposition the skin. A mapping defined over the space between bones and the skin was used to regenerate the soft tissues. Mesh smoothing was then done to augment mesh quality. Results: The developed method permits control over the kinematics of the joint and maintains the initial mesh quality of the model. For some critical areas (in the joint vicinity) where element distortion is large, mesh smoothing is done to improve mesh quality. Conclusions: A method to reposition the knee joint of a human body FE model was developed. Repositions of a model from 9 degrees of flexion to 90 degrees of flexion in just a few seconds without subjective interventions was demonstrated. Because the mesh quality of the repositioned model was maintained to a predefined level (typically to the level of a well-made model in the initial configuration), the model was suitable for subsequent simulations.
机译:目标:人体有限元模型(FE-HBM)可在标准乘员或行人姿势下使用。有必要使FE-HBM处于与撞车受害者相同的姿势,或者以不同的姿势进行配置。为所有可能的职位开发有限元模型实际上是不可行的。当前的工作旨在通过重新配置现有模型来获得特定于姿势的人体下肢模型。方法:开发了一种基于图形的技术,通过指定屈伸角度来重新定位FE-HBM的下肢。该模型的元素分为刚性(骨骼)和可变形组件(软组织)。使骨骼围绕屈伸轴旋转,然后围绕纵轴旋转以捕获胫骨的扭曲。由此实现了期望的膝关节运动。然后使用几何启发式方法重新定位皮肤。在骨骼和皮肤之间的空间上定义的映射用于再生软组织。然后进行网格平滑以提高网格质量。结果:所开发的方法可以控制关​​节的运动学,并保持模型的初始网格质量。对于单元变形较大的某些关键区域(在关节附近),进行了网格平滑处理以提高网格质量。结论:开发了一种重新定位人体有限元模型的膝关节的方法。演示了在没有主观干预的情况下仅几秒钟即可将模型从9度屈曲重新定位到90度屈曲的过程。由于重新定位的模型的网格质量保持在预定义的水平(通常在初始配置下达到良好模型的水平),因此该模型适用于后续仿真。

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