Table 1: Computation times in seconds for individual parts
of the method after 500 simulation iterations.
Resolution
Part
20 40 60 80
MSS 18.66 39.97 60.53 80.70
Muscle CD 8.15 13.50 24.00 29.53
Bones CD 30.03 37.43 56.03 67.10
TOTAL 56.84 90.9 140.56 177.33
obtaining on average 5-8x speed-up, depending on
the number of particles. However, his latest imple-
mentation cannot handle large systems due to
memory issues and would have to be modified first.
As this work was not finished yet, the CPU solver
was used here instead. Also note that the higher
computation time of CD between bones and muscles
than muscles vs. muscles is expected due to the
higher overall resolution of the bones (see above).
Table 1 shows a linear relation between the
number of particles and CD time consumption,
which is rather disappointing, as the relation should
be, in ideal case, logarithmic due to the hierarchical
structure. On average, 76% of the CD computation
time is the hierarchy traversal and 24% the piece-
wise testing. In the time counted as the piecewise
testing there is also accounted the collision response,
i.e. computing the vectors by which the spheres are
moved (see section 3.3), therefore the traversal is
considered the bottleneck.
Possible explanation of the slower-than-expected
performance is the loose fit of AABBs. As all the
objects occupy more or less the same space (they are
wrapped around the same bone), the first levels of
the hierarchy of two muscles will always intersect,
resulting in many “dead end” traversals. However,
even if for example OBBs were used instead, the
situation would not improve much as there would
still be significant overlap of the bounding volumes
due to the nature of the data.
5 CONCLUSIONS
A mass-spring model designed for representing
muscles in a musculoskeletal model was presented.
The mass-points are obtained by sampling the fibres
of the muscle. Three different ways of connecting
the particles by springs were tested. The importance
of the layout itself was found to be only marginal,
while the number of springs per particle influences
the convergence speed the most.
A collision detection and response mechanism
was designed, implemented and tested. The mecha-
nism employs bounding volume hierarchies to en-
hance the speed, the particles of the mass-spring
system are utilized as spheres of various radii ap-
proximating the surface of each object. This does not
only speed up CD tests, but also bypasses the need
to propagate changes of the shape between the sur-
face model and the mass-spring model in each itera-
tion of the simulation.
The proposed solution was evaluated by medical
experts and deemed as suitable for the purpose of
quick coarse simulations of moving human patient
and subsequent analysis of muscle deformation.
Other methods for collision detection should be
investigated further as the future work. It is the bot-
tleneck of the solution and the current mechanism
does not perform as well as expected. However, the
given task is quite complex, therefore there is no
guarantee that other algorithms will perform better.
ACKNOWLEDGEMENTS
This work has been supported by the Information
Society Technologies Programme of the European
Commission under the project VPHOP (FP7-ICT-
223865), the European Regional Development Fund
(ERDF) – project NTIS (New Technologies for
Information Society), European Centre of Excel-
lence, CZ.1.05/1.1.00/0.2.0090 and by the project
SGS-2013-029 – Advanced Computing and Infor-
mation Systems.
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