Modeling and Simulation in Engineering PDF
Modeling and Simulation in Engineering PDF
SIMULATION IN
ENGINEERING
Edited by Catalin Alexandru
Modeling and Simulation in Engineering
Edited by Catalin Alexandru
Published by InTech
Janeza Trdine 9, 51000 Rijeka, Croatia
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Preface IX
Part 1 3D Modeling 1
We are living in a computer-based world. Computer use in various fields has long
ceased to be fashionable and has become almost a necessity. Since the early phases of
design to the final implementation of a product, the computer has replaced traditional
tools, providing efficient and elegant instruments. We can say, without fear of being
wrong, that the strides that mankind has taken in recent decades is due largely to
computer assistance.
This book provides an open platform from which to establish and share knowledge
developed by scholars, scientists, and engineers from all over the world, about various
applications of computer aided modeling and simulation in the design process of
products in various engineering fields. The book consists of 12 chapters arranged in an
order reflecting the multidimensionality of applications related to modeling and
simulation. The chapters are in two sections: 3D Modeling (seven chapters), and
Virtual Prototyping (five chapters). Some of the most recent modeling and simulation
techniques, as well as some of the most accurate and sophisticated software in treating
complex systems, are applied.
Modeling is an essential and inseparable part of all scientific activity, being the process
of generating abstract, conceptual, graphical, and/or mathematical models. In other
words, modeling is a method in science and technology consisting of the schematic
representation of an object or system as a similar or analog model. Modeling allows
the analysis of real phenomena and predicts the results from the application of one or
more theories to a given level of approximation. Simulation is an imitation used to
study the results of an action on a product (system), without performing the
experiment on the physical/hardware product. So, simulation can be defined as the
virtual reproduction of physical systems. A computer simulation is an attempt to
model a real-life or hypothetical situation on a computer so that it can be studied to
see how the system works. Computer simulation has become a useful part of modeling
many systems in engineering, to gain insight into the operation of those systems. The
basic goal for a computer simulation is to generate a sample of representative
scenarios for a model.
Advances in computer hardware and software have led to new challenges and
opportunities for researchers aimed at investigating complex systems. The modern
X Preface
approach of the modeling and simulation process has now shifted from the traditional
CAD/CAM/CAE practices, which were focused on a concept referred to as art-to-
component, to the system-focused approach, the interaction of form, fit, function, and
assembly of all components in a product having a major contribution to overall
product quality. Virtual prototyping practices can ensure greater product performance
and quality in a fraction of both the time and cost required for traditional approaches.
One of the most important advantages of this kind of simulation, based on virtual
prototyping, is the possibility of performing virtual measurements in any point or area
of the system, and for any parameter (motion, force, energy). This is not always
possible in the real case due to the lack of space for transducers placement, lack of
appropriate transducers, or high temperatures. This helps engineers to make quick
decisions on any design changes without going through expensive hardware
prototype building and testing. The behavioral performance predictions are obtained
much earlier in the design cycle of the products, thereby allowing more effective and
cost-efficient design changes and reducing overall risk substantially.
This book collects original and innovative research studies on recent applications in
modeling and simulation. Modeling and Simulation in Engineering is addressed to
researchers, engineers, students, and to all those professionally active and/or
interested in the methods and applications of modeling and simulation, covering a
large engineering field: mechanical engineering, electrical engineering, biomedical
engineering, and others. The book provides a forum for original papers dealing with
any aspect of systems simulation and modeling. The basic principle for a successful
modeling and simulation process can be formulated in this way: as complex as
necessary, and as simple as possible. This is in accordance with the Einstein's
Preface XI
3D Modeling
1
1. Introduction
One might wonder what can be gained from the image-laser fusion and in which measure
such a hybrid system can generate automatically complete and photorealist 3D models of
difficult to access and unstructured underground environments.
Our research work is focused on developing a vision-based system aimed at automatically
generating in-situ photorealist 3D models in previously unknown and unstructured
underground environments from image and laser data. In particular we are interested in
modeling underground prehistoric caves. In such environments, special attention must be
given to the main issue standing behind the automation of the 3D modeling pipeline which
is represented by the capacity to match reliably image and laser data in GPS-denied and
feature-less areas. In addition, time and in-situ access constraints require fast and automatic
procedures for in-situ data acquisition, processing and interpretation in order to allow for
in-situ verification of the 3D scene model completeness. Finally, the currently generated 3D
model represents the only available information providing situational awareness based on
which autonomous behavior must be built in order to enable the system to act intelligently
on-the-fly and explore the environment to ensure the 3D scene model completeness.
This chapter evaluates the potential of a hybrid image-laser system for generating in-situ
complete and photorealist 3D models of challenging environments, while minimizing human
operator intervention. The presented research focuses on two main aspects: (i) the automation
of the 3D modeling pipeline, targeting the automatic data matching in feature-less and
GPS-denied areas for in-situ world modeling and (ii) the exploitation of the generated 3D
models along with visual servoing procedures to ensure automatically the 3D scene model
completeness.
We start this chapter by motivating the jointly use of laser and image data and by listing the
main key issues which need to be addressed when aiming to supply automatic photorealist
3D modeling tasks while coping with time and in-situ access constraints. The next four
sections are dedicated to a gradual description of the 3D modeling system in which we project
the proposed image-laser solutions designed to be embedded onboard mobile plateforms,
providing them with world modeling capabilities and thus visual perception. This is an
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important aspect for the in-situ modeling process, allowing the system to be aware and to
act intelligently on-the-fly in order to explore and digitize the entire site. For this reason, we
introduce it as ARTVISYS, the acronym for ARTificial VIsion-based SYStem.
incomplete. Although data alignment using artificial markers produces accurate results,
it cannot be applied to high-risk environments due to time and in-situ access constraints.
In addition, for cultural heritage applications, placing artificial landmarks within the scene
causes damages to the heritage hosted by the site. The critical need for an in-situ 3D modeling
procedure is emphasized by the operator’s difficulty to access too small and too dangerous
areas for placing artificial landmarks and by the need to validate in-situ the 3D scene model
completeness in order to avoid to return on site to complete data collection.
Existing automatic data alignment methods perform coarse alignment by exploiting prior
knowledge over the scene’s content (Stamos et al., 2008) (i.e. radiometric or geometric
features’ existence, regular terrain to navigate with minimal perception) or the possibility to
rely on navigation sensors (GPS, INS, odometry, etc.). In a second step, a fine alignment is
performed via iterative methods.
Since in our research work the environment is previously unknown, features’ existence cannot
be guaranteed. In addition, in underground environments and uneven terrain navigation
sensors are not reliable and dead-reckoning techniques lead to unbounded error growth for
large-scale sceneries. A notable approach reported by Johnson (Johnson, 1997) and improved
by Huber (Huber, 2002) overcomes the need of odometry using shape descriptors for 3D
point matching. However, shape descriptors’ computation requires dense 3D scans, leading to
time consuming acquisition and processing, which does not cope with time and in-situ access
constraints.
A main part of this chapter focuses on providing image-laser solutions for addressing the
automation of the 3D modeling pipeline by solving the data alignment problem in feature-less
and GPS-denied areas. In a second phase, we propose to exploit the world modeling
capability along with visual servoing procedures in order to ensure in-situ the 3D scene model
completeness.
Fig. 1. The 4D-mosaicing process proposed for integration onboard ARTVISYS. a) NIKON
D70 digital camera mounted on Rodeon motorized pan-tilt unit, b) Trimble 3D
laser-range-finder during a data acquisition campaign undertaken in the Tautavel prehistoric
cave (France) by the French Mapping Agency in October 2007, c) a Gigapixel color mosaic
resulted from an image sequence acquired in the Tautavel prehistoric cave using an
automatic image stitching algorithm which we introduce in Section 5 of this chapter, d) a 3D
mosaic resulted from several overlapped scans acquired in the Tautavel prehistoric cave,
matched by an automatic multi-view scan-matcher proposed in Section 4, e) alignment the
3D mosaic onto the Gigapixel one to produce the 4D mosaic, process described in Section 6 of
this chapter.
Fig. 2. a) Trimble laser range finder delivering 5000 points per second with an accuracy of
3mm at 100m. The dimensions of the laser range finders are: 340mm diameter, 270mm width
and 420mm height. The weight of the capturing device is 13.6kg. b) the field of view covered
by the sensor.
spatial position, called station. The next section introduces the 4D-mosaic-driven in-situ 3D
modeling process performed by ARTVISYS aiming to ensure in-situ the 3D scene model
completeness.
field of view, the scanning device is not suitable for the acquisition coverage of ceiling and
ground. Therefore, we manufactured in our laboratory a L-form angle-iron shown in Figure
4 a).
The L-mount-laser prototype illustrated in Figure 4 b) captures all the area around its optical
center within 360◦ vertically and 60◦ horizontally as shown in Figure 4 c), which we call a
vertical panoramic band (VPB). Given a spatial position of the tripod, which we call a station, the
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scenario consists in acquiring multiple overlapping VPBs in order to provide a fully 360◦ ×
180◦ 3D spherical view. For this purpose, the L-mount-laser is turned around its vertical axis
n (superposed with the scan equator axis, Oy) with different imprecisely known orientations
ψ, acquiring one VPB for each orientation, as shown in Figure 5. The L-mount-laser rotation
angle ψ may vary within the range of [0◦ , 180◦ ]. For this experiment the L-mount-laser was
turned manually, but using a non-calibrated turning device it is straight forward. Generally,
Nscenario = 4 VPBs are acquired to provide a fully 3D spherical view, separated by a rotation
ψmax 45◦ providing an overlap of 33% which our algorithm can handle (to be compared
to the state of the art (Makadia et al., 2006), for which a minimum overlap of 45% is required).
Minimum overlap guaranteed. The proposed acquisition scenario facilitates considerably the
scan matching task providing a constant and minimal overlapping area situated at the bottom
(ground) and top (ceiling) areas of the 3D spherical view. This is an important key issue when
performing 3D modeling tasks in large-scale environments, where the amount of the acquired
and processed data must be minimized.
The following section introduces an automatic scan alignment procedure which aligns 4 VPBs
(composing a fully spherical view) wrt a global coordinate system and integrates them into a
single 3D entity, providing thus in situ a fully 3D spherical view of the system’s surrounding.
local coordinate system of scan Si to the global (or world) coordinate system: pw = Ti pi . In
order to estimate the absolute poses Ti , it is necessary to compute the relative poses Tij , j =
{0, .., N − 1} and the corresponding overlaps Oij for each pair of scans via a pair-wise scan
matching procedure. Due to the mutual dependency which lies between the overlaps Oij and
the relative poses Tij , the multi-view scan matching is a difficult task.
Pair-wise rigid poses. We developed a pair-wise scan matcher algorithm by matching 2D
panoramic views, solving simultaneously the above interrelated problems using a pyramidal
dense correlation framework via quaternions. The pair-wise scan matching procedure
exploits either intensity or depth 2D panoramic views, which encode spatial and appearance
constraints increasing therefore the robustness of the pair-wise scan matching process. We
solve for the pose estimation in two steps, within a hybrid framework: the rotation R is
first computed by matching either intensity or depth data in the 2D panoramic image space,
while the residual translation is computed a posteriori by projecting back in the 3D space the
rotationally aligned panoramic images.
The proposed method employs an adaptable pyramidal framework which is the key issue for
modeling in occluded environments, providing robustness to large-scale sparse data sets and
cutting down the combinatory. In addition, the pyramidal structure emphasizes the tradeoff
between the two key aspects of any scan matcher, the accuracy and the robustness. In this
work, the accuracy is related to the subpixel precision attached to the dense correlation step,
while the robustness component is related to the capability of the scan matcher to handle large
motions, performing pose estimation in a coarse to fine fashion.
The global multi-view fine alignment is built upon a topological criterion introduced by
(Sawhney & Ayer, 1996) for image mosaicing and employed by (Huber, 2002) for matching
partially overlapped 3D point clouds. We extend this criterion in order to detect scans which
do not correspond to the currently processed sequence (introduced in (Craciun et al., 2010)
as alien scans). Next, the global multi-view fine alignment refines the pair-wise estimates by
computing the best reference view which optimally registers all views into a global 3D scene
model.
A detailed description of our method and a quality assement using several experiments
performed in two prehistoric underground prehistoric caves may be found in (Craciun et al.,
2008), (Craciun et al., 2010), (Craciun, 2010).
one-shot and low resolution scans, emphasizing the robustness of our algorithm with respect
to sparse large scale data sets caused by depth discontinuities. Figures 6 illustrates the
rendering results for trial 2, obtained by passing each 4-VPBs sequence to the automatic
intensity-based multi-view scan matcher.
Trial Mode (r̄ ± σr̄ ) × 10−2 (m) (Δr̄ ± Δσr̄ ) × 10−2 (m) points, CPU time (min)
Table 1. Results of the global 3D scene models. The fourth column illustrates that the
accuracy may vary following the mode used with an order of 10−2 of the pose estimates wrt
the mode used. The last column illustrates the number of points and runtime obtained for
each trial.
Table 1 provides the global residual errors obtained for all trials. When analyzing the residual
mean errors, we observe the inter-dependency between the alignment accuracy and the
number of points provided by the capturing device for pose calculation. The experiments
demonstrates the robustness and the reliability of our algorithm in complex environments
where depth discontinuities lead to large scale sparse data sets. The fourth column of Table
1 illustrates that following the scan matcher mode, the results’ accuracy may vary between
[10−2 , 10−3 ].
Runtime. The experiments were run on a 1.66 GHz Linux machine using a standard CPU
implementation. The last column of Table 1 shows that the proposed approach exhibits
robustness to registration errors with a reasonable computation time. Nevertheless, since the
algorithm was originally designed in a multi-tasking fashion, it allows for both sequential and
parallel processing on embedded platforms. In (Craciun, 2010) we provide the embedded
design for parallel implementation on a multi-core embedded platform.
Fig. 6. Multiview Scan Matching results on data sets acquired in Tautavel prehistoric cave,
France - Trial 2. (a) S1 - green, S2 - magenta, (b) S12 - green, S3 - magenta, (c) S123 - green, S4 -
magenta, (d) Multiview scan alignment - Top-down view, S1 - yellow, S2 - blue, S3 - green, S4
- red, (e) Front-left view, (f) Top view, (g) Front-right view, (h) Zoom-in outdoor front-right
view, (i) Bottom-up view, (j) Zoom-in cave’s ceiling.
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alignment techniques (Snavely et al., 2006), (direct vs. feature-based) and fuses their main
advantages in an efficient fashion.
First, a global-to-local pairwise motion estimation is performed which refines the initial
estimates provided by the pan-tilt head. We solve for rotation using a pyramidal patch-based
correlation procedure via quaternions. The pyramidal framework allows to handle very noisy
initial guess and big amounts of parallax.
In order to provide robustness to deviations from pure parallax-free motion3 , the global
rotation initializes a patch-based local motion estimation procedure. The pairwise procedure
outputs a list of locally matched image points via a translational motion model. Since
the matched points do not correspond to any corner-like features, we introduce them as
anonymous features (AF).
Second, the multi-view fine alignment is achieved by injecting the AF matches in a bundle
adjustment engine (BA) (Triggs et al., 1999).Comparing to Lowe’s method(Brown & Lowe,
2007), the proposed algorithm can deal with feature-less areas, providing therefore an
environment-independent method for the image alignment task.
The following sections describe the overall flow of processing. First, we briefly introduce the
camera motion parametrization. Second, we introduce the global-to-local pairwise motion
estimation, followed by the multi-view fine alignment description.
Fig. 7. Mosaicing acquisition System: a NIKON D70 digital camera (a) with its optical
center fixed on a motorized pan-tilt head (Rodeon manufactured by Clauss ) attached to a
tripod base (b).
3 In practice we may notice visible seams due to images’ misalignment. One of the main reason is that
the motorization of the capturing device yields some vibration noise which is further amplified by the
tripod platform. Moreover, unmodeled distortions or failure to rotate the camera around the optical
center, may result small amounts of parallax.
Image-Laser Fusion for In Situ 3D Modeling
of Complex
Image-Laser Fusion Environments:
for In-Situ 3D Modeling ofA 4D Panoramic-Driven
Complex Approach
Environments: a 4D Panoramic-Driven Approach 15
13
û1 ∼
= K1 R1 R2−1 K2−1 u2 (2)
Assuming that all the intrinsic parameters are known and fixed for all n images composing
the mosaic, i.e. Ki = K, i = 1, .., n, this simplifies the 8-parameter homography relating a pair
of images to a 3-parameter 3D rotation
û1 ∼
= KR12 K−1 u2 (3)
Capture deviations from parallax-free or ideal pinhole camera model. In order to handle
deviations from pure parallax-free motion of ideal pinhole camera model we improve the
camera motion model by estimating a local motion estimation provided by a patch-based
local matching procedure.
The optimal rotation is computed by varying the rotation parameters (θ, ϕ, ψ) within an
homogeneous pyramidal searching space, PSS , which is recursively updated at each pyramidal
level. PSS is defined by the following parameters: θ range Δθ, ϕ range Δϕ, ψ range Δψ and
their associated searching steps, δθ, δφ, δψ.
The rotation angles are computed by applying rotations R(θ,ϕ,ψ) , (θ, ϕ, ψ) ∈ PSS to the 3D
rays of recovered from pixels belonging to I2 and matching the corresponding transformed
pixels with pixels from I1 . For a given rotation R(θ,ϕ,ψ) , (θ, ϕ, ψ) ∈ PSS we can map pixels u2
from I2 in the I1 ’s space using the warping equation expressed in Equation 3.
û1 ∼
= KR(θ,ϕ,ψ)∈PSS K−1 u2 (5)
We obtain the rotated pixel from I2 warped in the I1 ’s space which yields an estimate of I1 ,
noted Î1 . The goal is to find the optimal rotation which applied to pixels from I2 and warped
in the I1 ’s space minimizes the difference in brightness between the template image I1 and its
estimate, Î1 (u2 ; R(θ,ϕ,ψ) ).
Since images belonging to the same mosaic node are subject to different flash values, we
employ the Zero Normalized Cross Correlation score 4 to measure the similarity robustly wrt
illumination changes. The similarity score Z is given in Equation (6), being defined on the
[−1, 1] domain and for high correlated pixels is close to the unit value.
The global similarity measure is given by the mean of all the similarity scores computed for
all the patches belonging to the overlapping region. For rapidity reasons, we correlate only
border patches extracted in the overlapping regions.
Nw −1
1 j
E[R(θ,ϕ,ψ) ] =
Nw ∑ Φ j Z ( I1 (u j ), I2 (ûR
(θ,ϕ,ψ)
)) (7)
j =0
Φ j defines a characteristic function which takes care of "lost"5 and "zero"6 pixels and Nw
denotes the number of valid matches belonging to the overlapping area.
The global dissimilarity score E(R(θ,ϕ,ψ) ) is defined on the interval [0, 1]. The optimal rotation
R̂(θ,ϕ,ψ) is obtained by maximizing the global similarity score E[R(θ,ϕ,ψ) ] over the entire
searching area PSS .
R̂(θ,ϕ,ψ) = arg max E[R(θ,ϕ,ψ) ] (8)
(θ,ϕ,ψ)∈PSS
4 For each pixel, the score is computed over each pixel’s neighborhood defined as W = [−wx , wx ] ×
[−wy , wy ] centered around u2 and û1 respectively, of size (2wx + 1) × (2wy + 1), where w = wx = wy
denote the neighborhood ray.
5 the pixel falls outside of the rectangular support of I2
j j j
6 missing data either in I1 (ûR ) or I2 (ûR ), which may occur when mapping pixels ûR in the I2 ’s space
Image-Laser Fusion for In Situ 3D Modeling
of Complex
Image-Laser Fusion Environments:
for In-Situ 3D Modeling ofA 4D Panoramic-Driven
Complex Approach
Environments: a 4D Panoramic-Driven Approach 17
15
{P (u1k )|u1k ∈ I1 , k = 1, ..., N1 } and P2 = {P (u2k )|u2k ∈ I2 , k = 1, ..., N2 } be the patches extracted
in image I1 and I2 respectively, which are defined by a neighborhood W centered around
u1k and u2k respectively. For each patch P (u1k ) ∈ P1 we search for its optimal match in I2
by exploring a windowed area WSA (u2k ; R̂) centered around (u2k ; R̂), where SA denotes the
searching area ray.
Let P2k,SA = {P (u2m )|u2m ∈ WSA (u2k ; R̂) ⊂ I2 , m = 1, .., M } be M patches extracted from the
warped image’s searching area centered around (u2k ; R̂), with 1-pixel steps. For each patch
P (u2m ) we compute the similarity score Z ( I1 (uk ), I2 (um )) and we perform a bicubic fitting in
order to produce the best match with a subpixel accuracy and real time performances. The
best match is obtained by maximizing the similarity score Z over the entire searching area
WSA .
P (û2k ) = arg max Z ( I1 (uk ), I2 (u2m )) (9)
u2m ∈WSA (u2k ;R̂)
In order to handle "lost" or "zero" pixels, patch matches corresponding to uncomplete warped
patches are discarded. This yields a list of matched patches P (u1k ) and P (û2k ) which gives
the possibility to compute a local translational model for each patch: tk = u1k − û2k and
compensates eventual parallax motions or deviations from the ideal pinhole camera model.
Moreover, the local motion allows the possibility to establish a mean translational motion
model over the entire image space, noted t̄. The list of the patch matches are further injected
into a bundle adjustment engine for multi-view fine alignment and gap closure.
1 k= N k
ui − KR̂ijT K−1 (ûkj − tk )
N k∑
r̄2D = (10)
=1
it, we run the BA step integrated within the Autopano Pro v1.4.2 (Kolor, 2005) by injecting
AF pairings pre-computed by the proposed global-to-local pair-wise image alignment step
described in Section 5.3.
As in (Brown & Lowe, 2007), the objective function is a robust sum squared projection error.
Given a set of N AF correspondences uik ←→ ûkj , k = 0, .., N − 1 the error function is obtained
by summing the robust residual errors over all images:
n
e= ∑ ∑ ∑ h(uik − KR̂ijT K−1 ûkj ) (11)
i =1 j∈ I (i ) k∈P(i,j)
where n is the number of images, I (i ) is the set of adjacent images to image Ii and h(x) denotes
the Huber robust error function (Huber, 1981) which is used for outliers’ rejection. This yields
a non-linear least squares problem which is solved using the Levenberg-Marquardt algorithm.
A detailed description of this approach may be found in (Brown & Lowe, 2007).
Trial Tautavel Prehistoric Cave. Since our research work is focused on generating
in situ complete and photorealistic 3D models of complex and unstructured large-scale
environments, the Gigapixel mosaicing system was placed in different positions in order
to generate mosaics covering the entire site. We illustrate in this section two examples
of high-resolution mosaic views acquired from different spatial poses of the system
corresponding to the cave’s entrance and center.
Autopano Pro and AF matches. Figures 10 (a), (b) and Table 2 illustrate the mosaicing
results obtained by injecting the AF pairings into the BA procedure integrated within the
AutopanoPro v1.4.2 which took in charge the rendering process using a spherical projection
and a multi-band blending technique. The mosaic’s high photorealist level is emphasized by a
high-performance viewer which allows for mosaic visualization using 4-level of detail (LOD),
as shown in Figures 10 (c)-(f).
Residual errors. The BA scheme includes a self-calibration step and minimizes an error
measured in the 2D image space, causing the rejection of correct AF matches and leading
to relatively high mis-registration errors, as shown by the fourth row of Table 2. In practice
we observed that this shortcoming can be overcome by injecting a high number of AF
matches. However, this may be costly and when a low number of matches are used, there
is a high probability that all of them to be rejected, producing the BA’s failure. Since
we can not afford this risk, our first concern is to improve the multi-view fine alignment
process by simultaneously computing the optimal quaternions using a criterion computed
in the 3D space in order to reduce the residual error when using a minimum number of
AF correspondences. To this end, we propose an analytical solution for the multi-view fine
alignment step (Craciun, 2010) .
Runtime. For this experiment we employed the original Rodeon platform, i.e. without the
improvements. Therefore, the searching range for the rotation refinement was considerably
high, i.e. ±5◦ , leading to a computationally expensive rotation estimation stage. The
upgraded-Rodeon (Craciun, 2010) reduces the computational time by a factor of 5.83 for
an experimental version of the implementation, i.e. without code optimization. Moreover, the
number of images to be acquired is reduced to Nim = 32 which decreases by a factor of 4 the
acquisition time.
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Fig. 10. Mosaicing tests on data sets acquired in Tautavel prehistoric cave using the Rodeon
platform. The mosaics were generated by injecting the AF matches into the BA process
integrated within Autopano Pro v1.4.2. (a) - cave’s entrance, (b) - cave’s center, (c)-(f) 4-LODs
corresponding to the right part of mosaic (b).
Image-Laser Fusion for In Situ 3D Modeling
of Complex
Image-Laser Fusion Environments:
for In-Situ 3D Modeling ofA 4D Panoramic-Driven
Complex Approach
Environments: a 4D Panoramic-Driven Approach 21
19
7 Field of View
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Fig. 11. The two inputs of the panoramic-based image-laser alignment procedure exemplified
on a data set acquired in Tautavel prehistoric cave. We illustrate the spherical and image
plane projections associated to each input. (a) MBR−3D - the scan matcher output by the 3D
mosaicing process described in Section 4. FOV 360◦ × 180◦ , size: 2161 × 1276, angular steps
[δθ, δϕ] BR−3D = [0.002906◦ , 0.00246◦ ], (b) the optical mosaic obtained using the algorithm
described in Section 5. FOV: 360◦ × 108.4◦
Figure 12 illustrates the image-laser fusion pipeline which can be split in two main processes,
each of which being detailed through the following description. Since the entire pose
estimation method is very similar to the pair-wise global-to-local alignment described in
Section 5.3, the following subsections resume several specifications related to its appliance
on fully spherical mosaic views.
6.2.1 Pre-processing
The proposed image-laser alignment method correlates the reflectance acquired by the LRF
with the green channel of the optical mosaic M HR−G . To do so, we first recover automatically
the parameters of the spherical acquisition through a 2D triangulation procedure in order to
compute the 2D projection of the 3D mosaic. This stage of the algorithm is very important as
it provides the topology between the 3D points and allows fast interpolation.
Generating pyramidal structures for each input: MBR−G and MBR−3D . We generate
pyramidal structures of Lmax = 3 levels for both inputs MBR−3D = { MBR l
−3D | l =
0, .., Lmax−1 } and MBR−G = { MBR−G |l = 0, .., Lmax−1 }, where the mosaic size ranges from
l
Fig. 12. Image-laser fusion pipeline. Inputs: 3D mosaic M HR− RGB and 2D Giga-pixel color
mosaic MBR−3D illustrated in Figures 11 (a) and (b), respectively. The pre-processing and
processing steps are highlighted in green and blue, respectively.
laser’s and the optical mosaicing platform by performing a local patch matching procedure at
the highest resolution of the pyramidal structure.
The patch matching procedure outputs a 2D translational motion for each patch, estimating
a non-rigid motion over the entire mosaic space. This vector field is used for the parallax
removal stage. In addition, the non-rigid motion allows to compute a mean translation motion
model defined over the entire mosaic space t̄2D . The parallax is removed in the 2D image space
by compensating each t̄2D , obtaining therefore the warped 3D mosaic M̂BR−3D aligned onto
the 2D mosaic. Figure 13 (c) depicts the result of the laser-camera alignment procedure.
Accuracy. Although the Giga-pixel mosaic produced using the Autopano Pro software (
details are presented in Section 5) has a residual error of 3.74 pixels, it becomes negligible
in the down-sampled mosaic MBR−G used for the registration process. A sub-pixel accuracy
can be achieved by using a bicubic fitting, as described in Section 5.
Fig. 13. Experimental results of the parallax removal procedure obtained on data sets
acquired in Tautavel prehistoric cave: (a) Superposed aligned mosaics: MBR−G - red channel,
M̂BR−3D - greed channel. (b) zoom in - before parallax removal, (c) zoom in - after parallax
removal. The compensated parallax amount: t̄2D = [−1.775, −0.8275] T pixels.
Fig. 14. Texture mapping results. (a) The 3D point cloud displayed using the intensity
acquired by the LRF. (b) The colored 3D point cloud using the down-sampled optical mosaic
MBR− RGB .
obtained by first using the intensity acquired by the 3D scanning device illustrated in Figure
14 (a), while the rendering using the texture maps obtained from the color mosaic is shown in
Figure 14 (b).
Off-line mesh-based rendering. We apply an existing 2D meshing algorithm developed in
our laboratory by Mathieu Brèdif which assigns to each polygon the RGB-color corresponding
to its 3D coordinates. Figures 15 illustrates the rendering results showing that the complex
Fig. 15. Mesh-based rendering of the Tautavel prehistoric cave. (a) Outdoor view. (b) Indoor
view of the 3D model.
26
24 Modeling and Simulation Will-be-set-by-IN-TECH
in Engineering
surface geometry of the environment lead to depth discontinuities, requiring for a meshing
algorithm robust to missing data.
8. References
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Large-Scale Site-Modeling and Its Applications in Bayon Digital Archival Project, In
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Beraldin, J.-A. & Cournoyer, L. (1997). Object modeling creation from multiple range
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Craciun, D. (2010). Image-laser fusion for 3d modeling in complex environments, Ph D Thesis
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Image-Laser Fusion for In Situ 3D Modeling
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Sawhney, H. S. & Ayer, S. (1996). Compact representation of video thourgh dominant multiple
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Snavely, N., Seitz, S. M. & Szeliski, R. (2006). Photo tourism: exploring photo collections in
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Range Registration with Multiview Geometry for the Photorealistic Modeling of
Large-Scale Scenes, In International Journal of Computer Vision 78(2-3): 237–260.
Thrun, S., Montemerlo, M. & Aron, A. (2006). Probabilistic terrain analysis for high-speed
desert driving, In Proceedings of Robotics: Science and Systems .
Triggs, B., McLauchlan, P., Hartley, R. & Fitzgibbon, A. (1999). Bundle adjustment - a modern
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and Practice pp. 298–372.
Zhao, W., Nister, D. & Hsu, S. (2005). Alignment of Continuous Video onto 3D Point Clouds.,
In IEEE Transactions on Pattern Analysis and Machine Intelligence 27(8): 1308–1318.
2
1. Introduction
Knowledge of the radiative behavior and the energy budget of land surfaces is essential
for studying the functioning of natural and urban surfaces with remotely acquired
information. Account of their 3D nature is often essential because in most cases these
surfaces are not isotropic. For example, it has long been known that the albedo of a
canopy with anisotropic Bi-directional Reflectance Factors (BRF) may be underestimated
by as much as 45% if it is computed with nadir reflectance only (Kimes and Sellers, 1985).
Radiative transfer (R.T.) models have the potential for correcting this type of error
provided they account for the three dimensional (3D) nature of Earth surfaces. Neglect of
the 3D structure of canopies can lead to large errors on the 3D radiation budget and
remote sensing measurements. For example, for vegetation BRF and directional brightness
temperature (DTDF) distribution functions, errors can be as large as 50%, depending on
instrumental (e.g., view and sun directions) and experimental (e.g., vegetation
heterogeneity) conditions (Gastellu-Etchegorry et al., 1999). The problem is similar for
urban canopies due to their strong spatial heterogeneity. The application of R.T. modeling
to urban surfaces is important in the context of the advent of satellite sensors with spatial
and spectral resolutions that are more and more adapted to urban characteristics such as
building dimensions and temperature spatial variability. It explains the numerous works
conducted in the field of remote sensing of urban surfaces (Soux et al., 2004; Voogt and
Oke, 1998). The use of descriptions with qualitatively based land use data instead of more
fundamental surface descriptors is a source of inaccuracy for modeling BRFs and DTDFs
(Voogt and Oke, 2003).
R.T. models are essential tools for assessing accurately radiative quantities such as the
exitance, the irradiance and remote sensing measurements in the optical and thermal
domains. However, in order to meet this objective, models must account for the three
dimensional (3D) nature of Earth surfaces. Here, we consider vegetation canopies and urban
canopies. This consideration of the 3D architecture of Earth surfaces is possible with the so-
called 3D models. Generally speaking, the latter ones are intended to be accurate, robust and
more comprehensive than other models. Ideally, they should be used in place of other
models. However, they are often more difficult to manage, both in terms of computation
30 Modeling and Simulation in Engineering
time and landscape description. Moreover, when dealing with specific situations, one needs
that the model be accurate and robust, but one does not necessarily need that the model be
comprehensive. This explains that in many cases, the objective of 3D models is to calibrate
models that are simpler to manage in terms of landscape description, computation time, etc.
Once calibrated, these models can meet the required accuracy levels.
These remarks stress the usefulness of 3D R.T. models. A number of 3D models is being
developed by the scientific community (Widlowski et al., 2007). Usually, they are designed
for a given type of landscape (e.g., natural or urban), with or without topography and
atmosphere, for a specific type of application (e.g., remote sensing or radiation budget), and
for a given spatial resolution of analysis (e.g., simulation of a tree crown with or without
branches). Moreover, remote sensing models are usually designed for a given spectral
domain (e.g., sun reflected spectral domain or thermal infrared spectral domain).
A common problem when designing a R.T. model is to assess to which level of detail
landscapes must be taken into account. This is very especially important in term of
landscape simulation. However, it affects also the mathematical formulation of R.T.
Generally speaking, one should take into account all landscape elements that have a
significant influence on the application we are dealing with (i.e., landscape radiative budget
or remote sensing measurement). In practice, the answer can be complex. For example,
when simulating remote sensing measurements of heterogeneous Earth surfaces in the
visible spectral domain, is it necessary to simulate the atmosphere within a unique "Earth -
Atmosphere" system in order to simulate with a good accuracy its complex interaction with
earth surfaces?
Some of these aspects are discussed here with the brief presentation of DART (Discrete
Anisotropic Radiative Transfer) model. This is one of the most complete 3D models
designed for simulating the radiative budget and the satellite observations of the land
surfaces in the visible, near infrared and thermal infrared of land surfaces. It was originally
developed (Gastellu-Etchegorry et al., 1996) for simulating remote sensing images of 3D
vegetation canopies in the visible / near infrared (NIR) spectral domain. Afterwards, it was
extended to the thermal infrared domain and to the simulation of any landscape: urban or
natural, with atmosphere and topography. As a result, the present DART model simulates
the radiation budget and remote sensing images of vegetation and urban canopies, for any
experimental (sun direction, canopy heterogeneity, topography, atmosphere, etc.) and
instrumental (view direction, spatial resolution, etc.) configuration.
After a brief presentation of DART, two types of applications are discussed: urban and
forest canopies. This is followed by the presentation of three recent improvements:
- Account of the Earth / Atmosphere curvature for oblique remote sensing
measurements.
- Possibility to import 3D objects simulated as the juxtaposition of triangles and to
transform them into 3D turbid objects.
- Possibility to simulate landscapes that have a continuous topography and landscapes
that are non repetitive.
Finally, preliminary results concerning two application domains are discussed. 1) 2D
distributions of reflectance, brightness temperature and radiance of the African continent
that would be measured by a geostationary satellite. 2) Radiative budget of urban (Gastellu-
Etchegorry, 2008) and natural (Belot, 2007) canopies. They are simulated with a DART
energy budget (EB) component, called DARTEB, under development.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 31
2. DART model
DART was originally developed for simulating BRFs (Bi-directionnal Reflectance Factor),
remote sensing images and the spectral radiation budget of 3D natural (e.g., trees, roads,
grass, soil, water) landscapes in the visible and short wave infrared domains. Since its first
release in 1996, it was successfully tested, in the case of vegetation canopies, against
reflectance measurements (Gastellu-Etchegorry et al., 1999) and against a number of 3-D
reflectance models (e.g., Flight (North, 1996), Sprint (Thompson and Goel, 1998), Raytran
(Govaerts and Verstraete, 1998)), in the context of the RAMI (RAdiation transfer Model
Intercomparison) experiment (Pinty et al., 2001; Pinty et al., 2004; Widlowski et al., 2007;
Widlowski et al., 2008). Only BRFs could be compared because DART was the only 3-D
model that simulates images.
DART was successfully used in many scientific domains: impact of canopy structure on
satellite images texture (Pinel and Gastellu-Etchegorry, 1998) and reflectance (Gastellu-
Etchegorry et al., 1999), 3D distribution of photosynthesis and primary production rates of
vegetation canopies (Guillevic and Gastellu-Etchegorry, 1999), influence of Norway forest
spruce structure and woody elements on LAI retrieval (Malenovský et al., 2005) and canopy
reflectance (Malenovský et al., 2008), determination of a new hyperspectral index for
chlorophyll estimation of forest canopy (Malenovský et al., 2006), study of tropical forest
texture (Barbier et. al., 2010; Barbier et. al., 2011; Proisy C. et al., 2011).
DART simulates R.T. in heterogeneous 3-D landscapes with the exact kernel and discrete
ordinate methods. It uses an iterative approach: radiation intercepted in iteration "i" is
scattered in iteration "i+1". Any landscape is simulated as a rectangular matrix of
parallelepipedic cells. Figure 1 illustrates the way urban and natural landscapes are
Oz
TOA: To p o f t h e Oy
a t m o s p h e re
Ox
S e n s o r i n th e
Upper a t m o s p h e re
a t m o s p h e re
At m osph er e diffu se
z ,c e ll ir r a dia n ce
Dir ect
ir r a dia n ce
z c e ll, AI T ree crow n
R oof
Mi d
a t m o s p h e re
W all
B OA: B o t t o m o f
t h e a t m o s p h e re T opograph y
Lo w e r a t m o s p h e re Grass or crop
+ la n d s u rfa c e DY W ater
DX
simulated, possibly with topography and atmosphere. The atmosphere is made of cells the
size of which increases with altitude. Radiation is restricted to propagate in a finite number
of directions (i) with an angular sector width (i) (sr). Any set of N discrete directions can
be selected (∑ ΔΩ = 4 ). A radiation that propagates along direction (i) at a position r
is called a source vector W(r,i). It has 3 components: total radiation W, radiation unrelated
to leaf mesophyll and polarization degree associated to first order scattering.
The atmosphere has 3 levels: upper (i.e., layers with any depth), mid (i.e., cells with any size)
and lower (i.e., cells identical to land surface cells) atmosphere. Land surface elements are
the juxtaposition of triangles and/or turbid cells.
DART can work in 3 operating modes: flux tracking, Lidar and Monte Carlo. Only, the flux
tracking mode is considered here. This mode tracks emitted and scattered radiation fluxes
(i.e., watts) within angular cones. The Monte Carlo mode tracks individual photons that are
emitted by the sun or a sensor. It is a reference tool for testing the accuracy of the flux
tracking mode. The Lidar mode uses the Monte Carlo mode and keeps track of the path
length (i.e., time) of each single photon.
For the flux tracking mode, there are 3 sub modes:
- Mode reflectance (R): sun is the only source of radiation. Atmosphere is a secondary
source.
- Mode temperature (T): the atmosphere and the land surfaces are the sources of
radiation. They depend on temperature and wavelength, using either the Planck's law
or the Boltzmann law. Boltzmann law is especially useful for simulation radiation
budget over the whole spectrum.
- Mode (R + T): the sun, atmosphere and land surfaces are the radiation sources. This
mode is very useful for simulating remote sensing measurements in the 3-4µm spectral
domain.
For the 3 modes, the atmosphere can be treated as a propagating medium or as an interface.
In any case, landscape irradiance has 2 components: direct sun W(s,x,y) and atmospheric
Wa(n,x,y) source vectors. W(s) propagates along direction (s). W(s) and Wa(n) are
simulated from a fictitious cell layer on top of the scene (Figure 1), with values equal to:
- Juxtaposition of translucent triangles. This is useful for simulating the ground, the
branches, the urban surfaces (i.e., walls and roofs) and also foliar elements. A single cell
can contain several turbid medium and several triangles or part of them.
In addition to the atmosphere and to the ground and its topography, DART simulates 4
types of landscape elements:
- Trees with exact or random locations and specific optical properties. Each tree is made
of a trunk, possibly with branches, simulated as triangles, and a tree crown simulated as
the juxtaposition of turbid cells. Tree crown can have a number of predefined shapes
(e.g., ellipsoid, cone, trapezoid, etc.), with specific vertical and horizontal distributions
of leaf volume density. Trees with different geometric and optical properties can be
mixed.
- Grass or crops. They are simulated as a volume of turbid medium. This volume can
located anywhere in space (x,y,z).
- Urban elements (i.e., houses, roads,...). The basic element is a house with walls
characterized by the location of their 4 upper corners and roofs characterized by their 4
upper corners.
- Water elements (i.e., river, lake). They are simulated as surfaces with any optical
property (e.g., anisotropic reflectance possibly with specular component).
Generally speaking, two types of radiation interaction take place. (1) Volume interaction
within turbid cells (Gastellu-Etchegorry et al., 2004). (2) Surface interaction on triangles
(Gastellu-Etchegorry, 2008). First scattering order is exactly computed in turbid cells, using 2
points on the ray path within the cell: one point for upward scattering and one point for
downward scattering. As expected, simplifying hypotheses are used for simulating multiple
scattering in turbid cells. Its computation uses a much faster method than the initial
"harmonic expansion" method: it uses the energy intercepted within a finite number of
incident angular sectors sect,k that sample the 4 space of directions ( sect,k = 4). An
angular sector sect is a set of close discrete directions. Their number can be as large as the
number of directions of ray propagation, but a number equal to 6 leads to very accurate
results, with relative errors smaller than 10-3 (Gastellu-Etchegorry et al., 2004). Actually,
these points are computed for each sub-face of each cell face f (f [1 6]) that intercepts
incident rays, and for each angular sector "incident" on the cell face (Martin, 2006; Grau,
2011). This implies that intercepted vector sources Wint(s,f,sect,k) are stored per sub face s of
cell face f and per incident angular sector sect,k. Thus, we have:
Wint(s,f,sect,k) = s Wint(s,f,s), with directions (s) within (sect,k). For the case "direct sun
illumination", there is 1 sector only.
Atmospheric R.T. modeling is implemented for any spectral band in the optical domain
from the ultraviolet up to the thermal infrared (Gascon, 2001; Grau and Gastellu-Etchegorry,
2011). It simulates the atmospheric backscattering phenomenon, which avoids the need to
couple DART with an atmospheric model. Atmospheric optical properties are characterized
by the molecular Pm(,’,) and aerosol Pp(,’,) phase functions and by a number of
profiles (molecular extinction coefficient ( , ) and spherical albedo m(,z), aerosol
extinction coefficient ( , ) and spherical albedo p(,z)). These quantities are specified by
the operator or come from a data base ([0.3m 30m]) pre-computed with the Modtran
atmospheric model (Berk et al., 1989), for a few predefined atmospheres. DART TOA (Top
Of the Atmosphere) reflectance, transmittance and brightness temperature values are very
close to Modtran simulations for any atmosphere, any BOA (Bottom Of the Atmosphere)
surface and sun / view configuration (Grau, 2011).
34 Modeling and Simulation in Engineering
Several tools are integrated in the DART model for facilitating the task of the users. Major
tools are listed below:
- Sequencer of simulations: it runs a set of simulations where a predefined number of DART
input variables vary. For example, one can run A1N1 . A2N2 . A3N3 . A4N4 … simulations where
DART input variables A1, A2, A3,.. take N1, N2, N3,…, values, respectively. Results are
stored in a LUT (Look Up Table) for further display and / or processing.
- Manipulation of DEM (Digital Elevation Model): this is used for importing, creating
and resampling DEMs.
- Simulation of foliar spectra with the Prospect model (Jacquemoud and Baret, 1990).
- Simulation of scene spectra (reflectance, brightness temperature, radiance). It can be
computed using a single DART simulation that is conducted with N spectral bands, or
with the help of the sequencer for running N DART simulations with 1 spectral band
each.
- Simulation of broadband reflectance, brightness temperature, radiance, irradiance,… It
is the sum of a few DART simulated narrow spectral bands, possibly weighted by
sensor spectral sensitivity.
- Importation of land cover maps for a direct simulation of DART scenes.
DART models and tools are managed with a user friendly Graphic User Interface (GUI:
Figure 2) to input all necessary parameters (e.g., view and illumination conditions) and to
specify the required products. They can be also managed with command lines such as
scripts written in Python programming language. DART computation code is written in
C++ language (more than 300 000 lines of code). The GUI is written in Java language.
account for improving the image quality, especially for scenes with marked 3D
architectures (urban elements, topography). A bi-linear interpolation method is used for
projecting the horizontal upper grid of the scene onto an over sampled grid in the
sensor plane, at any altitude (BOA to TOA).
- Radiative budget: 3D, 2D and 1D distribution of the radiation that is intercepted,
scattered, emitted and absorbed.
3.2 Forests
One considers here DART simulations of the reflectance of a tropical forest (Sumatra,
Indonesia) in the visible (VIS), near infrared (NIR) and short wave infrared (SWIR) spectral
domains. Optical and geometric characteristics are given in Gastellu-Etchegorry et al., 1998.
Sun direction is characterized by a 35° off-nadir angle (s) and a 200° azimuth angle (s).
Figure 5 shows DART VIS images for three viewing directions: nadir viewing direction
(v=0°), sun backscattering viewing direction (v=35°, v=200°), also called hot spot
configuration, and specular configuration (v=35°, v=20°).
36 Modeling and Simulation in Engineering
a)
b)
c) d)
Fig. 3. DART simulated nadir (a) and oblique (b) images of St Sernin district. They are color
composites made with blue, green and red DART simulated images. c) Zoom of central part
of a): St Sernin basilica. d) Top of the atmosphere simulation.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 37
a) b) c)
Fig. 5. VIS DART images of tropical forest (Sumatra, Indonesia). Sun direction: s=35°,
s=200°. (a) Nadir (0.031), (b) specular (v=35°, v=20°: 0.023), and (c) hot spot (0.091)
viewing directions. SKYL=0.
38 Modeling and Simulation in Engineering
- Nadir viewing direction (Figure 5.a). Mean canopy reflectance is (vis0.031, nir0.376,
swir0.143). Illuminated and shaded tree crowns have very different reflectances,
shown here with gray tones. Only trees of the upper canopy are easily distinguished.
Surfaces with a reflectance smaller than 0.02, i.e. shaded crowns and understory,
represent 36% of the total scene area. Reflectance of illuminated crown is vis0.048
(nir0.55, swir0.21).
- Specular direction (Figure 5.b), i.e. (v=35°, v=20°). Mean canopy reflectance is
(vis0.023, nir0.344, swir0.119). The reflectance difference between nadir and
specular directions stresses the non lambertian nature of forest BRF. Vertical sides of
tree crowns can be observed, which explains why trees appear with larger dimensions,
compared to nadir viewing direction. This forward scattering configuration is mainly
characterized by the important proportion of dark shadows, i.e. light trapping, due to
the 3-D distribution of trees. Surfaces with a reflectance smaller than 0.02, i.e. shaded
crowns and understory, occupy 50% of the total scene area. Reflectance of illuminated
crown is (vis0.037, nir0.51, swir0.18). Thus, crown VIS, NIR and SWIR reflectance is
smaller than in the nadir configuration. This is explained by the fact the sunlit crown
fraction and the leaf scattering phase function .P(s,v) are smaller.
- hot spot configuration (Figure 5.c), i.e. (v=35°, v=200°). The absence of shade in this
configuration explains the strong canopy reflectance in all spectral domains, i.e.
vis0.091 (nir0.684, swir0.341). Darkest areas correspond to the low reflecting
understory. Their reflectance is less than 0.03 and occupy about 5% of the total scene
area. Crown reflectance is (vis0.1, nir0.74, swir0.4).
Figure 6 shows DART NDVI (Normalized Vegetation Index) and VIS / NIR / SWIR
reflectance values in the principal and perpendicular solar planes, for several sun off-nadir
directions. Reflectance values share some similar characteristics: (1) a well marked bowl
shape in the principal solar plane with a spectrally dependent minimum for a direction
between the specular and nadir directions, (2) a strong maximum in the hot spot direction,
more marked in the VIS than in the NIR and SWIR, (3) a systematic increase of reflectance if
view zenith angles exceed a threshold value (e.g. 50° in the VIS if s=0°), which depends on
the spectral domain and the sun direction, (4) an azimuth symmetry relative to the principal
solar plane, and (5) a relatively small variability in the perpendicular solar plane.
Reflectance is maximal at hot spot (vis=0.073, nir=0.615, swir=0.324) and minimal for
directions between nadir and specular configurations (vis=0.025, nir=0.354, swir=0.12),
whereas NDVI is minimal (0.79) in the hot spot direction and maximal (0.87) in the
specular direction.
In addition to DART simulations, Figure 6 shows reflectance simulations carried out with
the well known SAIL model (Verhoef, 1984). For this model, vegetation is an homogeneous
turbid medium. Figure 6 allows one to stress the role of canopy architecture on forest
reflectance. Its neglect by the SAIL model explains that DART reflectance is much smaller.
Reflectance differences depend a lot on view direction. Smaller differences occur in the hot
spot directions because no shadows occur for these viewing directions. Outside the hot spot
configuration, for s=0°, mean relative reflectance difference is around 60-70% in the VIS,
50% in the SWIR and 25% in the NIR. Differences tend to increase with sun off-nadir angle.
The bowl shape of VIS and SWIR reflectance is more marked with SAIL than with DART. It
corresponds to the fact that in the forward principal plane, for large off-nadir viewing
angles v, an increase of v implies that DART reflectance increases less than SAIL
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 39
reflectance, especially for large off-nadir sun angles. Indeed, the canopy 3-D heterogeneous
structure ensures that an increase of v leads to an increase of the proportion of shaded tree
crowns that are viewed in the principal plane. This effect tends to be less marked in the NIR
than in the VIS because the role of shadows is less marked in the NIR, due to the increased
occurrence of multiple scattering processes. Moreover, the presence of shadows explains
that with oblique sun illumination, minimal values of DART reflectance are more shifted
towards the specular direction than those of SAIL. This is also true for NDVI.
0.14 0.14
Reflectance Principal plane Reflectance Perpendicular plane
VIS VIS
0.12 0.12
s=0° s=0°
0.1 s=20° 0.1 s=20°
s=40° s=40°
SAIL: s=60° s=60° s=60°
0.08 0.08 SAIL: s=60° sza=0°
SAIL: s=0° sza=60°
SAIL: s=0°
0.06 0.06
0.04 0.04
a) b)
1 1
Reflectance Reflectance
NIR NIR
0.9 s=0° 0.9 s=0°
s=20° s=20°
0.8 s=40° 0.8 s=40°
s=60° s=60°
SAIL: s=60°
0.7 SAIL: s=60° 0.7
0.5 0.5
0.4 0.4
Principal plane View zenith angle Perpendicular plane View zenith angle
0.3 0.3
-75° -50° -25° 0° 25° 50° 75° -75° -50° -25° 0° 25° 50° 75°
c) d)
0.18 0.18
Principal plane View zenith angle Perpendicular plane View zenith angle
0.08 0.08
-75° -50° -25° 0° 25° 50° 75° -75° -50° -25° 0° 25° 50° 75°
e) f)
40 Modeling and Simulation in Engineering
0.89 0.89
NDVI NDVI
0.86 0.86
0.83 0.83
SAIL: s=0°
0.8 0.8
SAIL: s=0°
s=0° s=0° SAIL: s=60°
0.77
s=20° SAIL: s=60° 0.77
s=20°
s=40° s=40°
s=60° sza+60°
View zenith angle s=60° sza=60°
View zenith angle
Principal plane Perpendicular plane
0.74 0.74
-75° -50° -25° 0° 25° 50° 75° -75° -50° -25° 0° 25° 50° 75°
g) h)
Fig. 6. Tropical forest angular DART and SAIL VIS (a, b), NIR (c, d), SWIR (e, f) simulated
reflectance and NDVI (g, h) for 4 sun off-nadir directions (0°, 20°, 40°, 60°). Principal
(left column) and perpendicular (right column) solar planes. SKYL is 0.3 for VIS, 0.24 for
NIR and 0.09 for SWIR. For a better clarity SAIL simulations are for s=0° and 60° only.
Image simulation is very useful for understanding forest reflectance behavior with
experimental and instrumental parameters. Here, this is shown for sky radiation. Figure 7
shows DART nadir NIR images of part of the tropical forest, for 2 extreme atmosphere
Atmosphere irradiance
conditions: SKYL equal to 0 and 1, with SKYL . We note that some
Total irradiance
tree crowns are invisible with SKYL=0 (bottom of Figure 7), because they are shaded, and
a) b)
Fig. 7. NIR DART nadir images of a tropical forest with SKYL equal to 0 (a) and 1 (b). Most
crowns of upper trees that are shaded with SKYL=0 are well lit if SKYL=1. Moreover,
shaded crowns of a few lower trees that are not viewed with SKYL=0 become visible if
SKYL=1. Sun off-nadir angle is 35°.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 41
visible with SKYL=1. It explains that forest reflectance varies with atmosphere radiation. In
a first approximation, we can consider that forest reflectance depends on the fraction of
illuminated crowns, shaded crowns of upper trees, and shaded lower trees and understory
(i.e. vegetation smaller than 10m height). With SKYL=0 (SKYL=1), fractions of these 3 classes
are around 48% (68%), 37% (12%) and 15% (20%), respectively, whereas their apparent NIR
reflectances are around 0.55 (0.52), 0.27 (0.14) and 0.069 (0.062), respectively. As expected, a
SKYL increase implies that the area of illuminated crowns increases whereas their apparent
reflectance slightly decreases. Indeed, with SKYL=1 all upper trees are totally illuminated,
conversely to the case SKYL=0. On the other hand, a SKYL increase implies that the fraction
and reflectance of shaded upper trees regularly decrease, whereas the area and apparent
reflectance of the shaded lower trees and understory remain nearly constant if SKYL<0.5.
The fraction and reflectance decrease of the shaded upper tree crowns results from two
opposite effects: when SKYL increases some crown surfaces, only slightly shaded if SKYL=0,
become darker whereas crown surfaces that are initially totally shaded become better lit.
Thus, when SKYL increases, tree crowns that are initially shaded with SKYL=0, can become
lit enough to belong to the category "illuminated upper trees".
B C
A zB
zA
RA
RT
μ = = <
. . .( )
Note: the 2 expressions of AB and µsph are identical. Indeed: {µ > 0, z > 0} for the 1st one and
{µ < 0, z < 0} for the 2nd one.
The optical depth of path AB is:
Δ
Δ ( , Δ , μ) = ( ). = ( ). . , with t the altitude relative to za
. .( )
Z A Δz
RA t
t . .dt
ZA R A2 .µ2 t.(t 2R A )
Z Δz Z A Δz
t .(R A .µ R A2 .µ2 t. t 2R A
'(t ). R A .µ R A2 .µ2 t.(t 2R A ) .dt
A
Z A
ZA
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 43
This approach requires the derivative '(z) of the extinction coefficient. However, '(z) is
known only for an ideal case such as an exponential atmosphere. In order to work with any
atmosphere (e.g., non exponential vertical profile of O3), (za,z,µ) is computed with:
Δ
Δ ( , Δ , μ) = ( ). = ( ). | |, with ( ) the mean extinction coefficient within [za
za+z]
Thus, before simulating the atmosphere RT, DART computes µsph(zi,µj) for all I atmosphere
layers and all J discrete directions, including the sun direction, with i [1 I] and j [1 J].
Δz
µ sph (z i ,µ j )
(RT z i ) . µ j (RT z i )2 .µ2j Δz . Δz 2.(RT z i )
2
The use of µsph(zi,µj) allows one to treat the atmosphere as an horizontal plane for simulating
the atmosphere RT: any path r(zi,µj) that is computed for an horizontal atmosphere layer
µ . zi ,µj
[zizi Dz] is replaced by rsph z i , µ j r z i , µ j . µj
sph . z i , µ j
Δz
We have: rsph zi , µ j rsph zi , µ j µj
elements within each cell of a 3D cell matrix. This is done for all or part of the groups of
triangles of the "3D triangle" object. Optical properties of the turbid medium are those of the
triangles. On the other hand, the LAD is either the one that is computed or a predefined
LAD. The possibility to use a predefined LAD is well adapted to the case of 3D triangle
objects with low volume densities of triangles.
Fig. 10. Schematic representation of the transformation of a "triangle cell" into a "turbid
cell".
Here, the transformation of a 3D triangle scene into a turbid 3D turbid scene is illustrated by
DART color composite images of the citrus tree "3D triangle scene" and "3D turbid scene"
(Figure 11). The associated 2D reflectance polar plots are shown also. For these
2 cases, RT was simulated in the blue, green and red spectral bands. Results are very
encouraging: reflectance values are very close. Actually, reflectance values of the
3D triangle and turbid scenes are much closer than the 3D triangle objects contain a lot of
triangles. It can be noted that DART images in Figure 11 b and e are duplicated
2 x 2 times. This mode of representation of images is often useful for better interpreting
simulated images where objects (e.g., trees) and their shadows cross the scene boundaries.
Compared to the usual simulation of trees with classical tree crown shapes such ellipsoids
or cones, the transformation of 3D triangle tree crowns into 3D turbid tree crowns is very
interesting for keeping the 3D architecture of trees.
a) b) c)
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 45
d) e) f)
g) h)
Fig. 11. 3D triangle and turbid simulations in the blue (B0), green (B1) and red (B2) spectral
bands of the citrus plot. a) 3D triangle scene. d) Derived 3D turbid scene. Associated triangle
and turbid nadir (b, e) and oblique (g, h) color composite of the DART simulated images. c,
f) Associated 2D reflectance polar plots.
- Repetitive topography: the landscape and the topography are periodic. It that case, a
landscape with a simple slope is actually simulated as a series of periodic slopes, which
implies undesirable illumination (Figure 12.a) and view (Figure 12.b) effects.
- Continuous topography: repetitive landscape with a continuous topography. It allows
one to simulate more realistic landscapes such as infinite slopes. This method is well
adapted to landscapes such as mountain slopes.
- Isolated landscape: no influence of the neighborhood.
Fig. 12. The 3 methods of landscape simulation in DART. Top: Repetitive landscape.
Middle: Continuous topography. Bottom: Isolated landscape. Left and right columns
illustrate the illumination and view configurations.
Figure 13 illustrates the 3 methods for simulating landscapes. In the image simulated with
the repetitive method, shadow is not continuous on the scene edges, due to the
discontinuity of the slope. It would have been continuous in the absence of topography. On
the other hand, as expected, shadow is continuous with the "Continuous method". As
expected, for the "Isolated landscape", shadow is not continuous (no adjacency effects).
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 47
a) b)
c) d)
Fig. 13. Simulation of a house on a slope.
a) Scene. b) Repetitive topography. c) Infinite (i.e., continuous) slope. The shadow is not
continuous, due to the discontinuity of the slope. d) Isolated scene (no adjacency effects).
a) b)
c) d)
e) f)
g)
Fig. 14. 3D radiative budget of a schematic tree cover. Spatial resolution is x=0.5m. Ox axis
is in blue color in a). Figures b to g) show 2D distributions in the plane x=5m of the ratio
"Radiometric quantity / Irradiance on the top of the landscape. b) LAIcell. Leaf volume
density is LAIcell.x. c) Downward energy. d) Intercepted energy. e) Scattered energy.
f) Absorbed energy. g) Upward energy.
4.5 Lidar
DART simulates lidar waveforms of urban and natural landscapes. For that, it uses a Monte
Carlo method that is adapted for taking into account the usually strong anisotropy of the
phase function of landscape elements. In short, the occurrence probabilities of scattering
events that have the same order of magnitude are grouped for obtaining groups that have
cumulated probabilities with the same order of magnitude (Gastellu-Etchegorry et al., 2010).
The Monte Carlo mode in the DART model was initially developed for assessing the
accuracy of DART flux tracing method, using the same simulations of landscapes. Indeed,
flux tracing RT modelling requires some simplifying hypotheses for representing multiple
scattering. The associated inaccuracy depends on the trade-off between the expected
accuracy and computational time of simulations. The advantage of the Monte Carlo
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 49
a) b)
Fig. 15. DART lidar simulation of the St Sernin district. a) Image simulated with the flux
tracing mode. b) Waveform (Ox: time (ns), Oy: power (logarithmic). Ground gives the larger
peak. Top point (Basilique) gives the 1st signal.
Lidar simulation of a plot of citrus trees is shown here (Figure 20.a). Figure 20 b and c show
the DART images simulated with the Monte Carlo mode and with the flux tracing mode.
The 2 images are very similar. Actually, the degree of similarity depends on the number of
photons that are used. As expected, the Monte Carlo mode is usually much more expensive
in terms of computation time. An interesting point is that DART simulates the images of the
illuminated and view footprints (Figure 20 d and e). This is very useful for interpreting the
simulated waveform (Figure 20 f). As expected, the latter one shows a peak that corresponds
to the ground and a peak that corresponds to the tree crowns.
The citrus waveform (Figure 16.f) being related to the LAI (Leaf Area Index) vertical profile,
Ueberschlag (2010) assessed the potential of DART for retrieving the LAI of forests with an
inversion procedure. Results were encouraging. As expected, similarly to the lidar response,
the LAI retrieval depends a lot on the location of trees within the footprint, except if the
lidar signal is uniform. For a Gaussian lidar signal, Figure 17 shows that in the case of a tree
cover the LAI of which is 0.5, the retrieved LAI can vary from 0.33 up to 0.70, depending on
the tree location within the footprint.
50 Modeling and Simulation in Engineering
Fig. 16. Lidar simulation of citrus trees (a). Images simulated with the Monte Carlo mode
(b) and the flux tracing mode (c). Images of Lidar ground (d) and view area (e) footprint.
Waveform (f). The lidar has a 3ns pulse duration, a 0.5ns acquisition rate, a 4m footprint
radius and a 0.368 Gaussian illumination parameter.
Case 1 2 3 4 5 6
Theoretical LAI 0,5 0,5 0,5 0,5 0,5 0,5
Retrieved LAI - Gaussian signal 0,52 0,70 0,50 0,45 0,64 0,33
Absolute error (%) - Gaussian signal 4,5 40,1 -0,2 -10,4 28,2 -33,8
Retrieved LAI - Uniform signal 0,5 0,5 0,5 0,5 0,5 0,5
Absolute error (%) - Uniform signal 0 0 0 0 0 0
Fig. 17. Influence of vegetation location in the lidar footprint for retrieving forest LAI with
DART.
The potential of altitude mapping was assessed. Figure 18.a shows an altitude map where
the altitude of each pixel is the local higher altitude. This is called the Lidar first return
altitude map. Figure 18.b is an interpolation of Figure 18.a for obtaining a 3D display.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 51
Fig. 18. Altitude mapping from DART waveforms. a) Height scale. b) Lidar first return
altitude map: resolution 0.25*0.25m. c) Lidar interpolated altitude 3D map
5. Examples of applications
5.1 Radiance and radiative budget at continental scale
A method was developed to create automatically for every spectral band, any date and any
land area, maps of radiometric products (i.e., radiance, reflectance, brightness temperature)
at a continental scale. For that, it realizes a spatial interpolation on a set of georeferenced
DART products that are created by running the DART "sequencer" module with time,
wavelength and land surface location used as variable parameters.
Results shown here are for the African continent, with a geostationary satellite (35800km
altitude, 0° N, 17° E) for 2 spectral bands (550nm: Figure 19 and Figure 20; 900nm: Figure 21
and Figure 22) at 4 dates: March 21 2011 (spring equinox), June 21 2011 (summer solstice),
September 21 2011 (autumn equinox) and December 21 2011 (winter solstice), at 3 daytimes
(8hUTC, 12hUTC, 16hUTC). The atmosphere is defined by a US Standard gas model and
rural aerosols with a 23km visibility. Simulations were carried out with the ground
horizontal Lambertian "Brown to dark brown gravelly loam" from the USDA Soil
Conservation Service): ground,550 = 0.061 and ground,900 = 0.351.
a)
52 Modeling and Simulation in Engineering
b)
c)
d)
Fig. 19. Seasonal 550nm BOA radiance at 8, 12 and 16h UTC. a) Spring (J=80).
b) Summer (J=172). c) Autumn (J=264). d) Winter (J=355). J stands for Julian day.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 53
a)
b)
c)
54 Modeling and Simulation in Engineering
d)
Fig. 20. Seasonal TOA 550nm radiance at 8, 12 and 16h UTC.
a) Spring. b) Summer. c) Autumn. d) Winter.
a)
b)
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 55
c)
d)
Fig. 21. Seasonal BOA 900nm radiance at 8, 12 and 16h UTC. a) Spring (J=80).
b) Summer (J=172). c) Autumn (J=264). d) Winter (J=355). J stands for Julian day.
a)
56 Modeling and Simulation in Engineering
b)
c)
d)
Fig. 22. Seasonal TOA 900nm radiance at 8, 12 and 16h.
a) Spring (J=80). b) Summer (J=172). c) Autumn (J=264). d) Winter (J=355).
J stands for Julian day.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 57
In a 1st step, the tool "Sequencer" created a grid of 20x20 DART simulations at 5 wavelengths
(0.4μm, 0.55μm, 0.67μm, 0.9μm, 1.65μm, 11μm), with an automatic computation of the sun
and view sensor angles in the local reference system, as a function of the date, time and
coordinates. The grid covers almost all of the African continent: "40° S - 44° N" in latitude
(step of 4.2°) and "20° W - 54° E" in longitude (step of 3.7°). In a 2nd step, the grid of DART
products is interpolated (Python script and Numpy module). Results are displayed with a
Python script and the module Basemap.
Logically, TOA radiances differ a lot from BOA radiances, because of the atmosphere.
Moreover, one can note:
- BOA radiances are maximal in the East in the morning and West in the evening. During
summer, they are larger in the Northern Hemisphere and lower in the Southern
hemisphere. The situation is reversed in winter.
- TOA radiances tend to be maximal in the East in the morning and in the West in the
evening. This effect is less clear than for BOA radiances. During summer, TOA
radiances are larger in the Northern Hemisphere and lower in the southern hemisphere.
The situation is reversed in winter.
The impact of atmosphere on TOA radiances depends on its optical thickness and phase
function and on the sun and view directions. The analysis of DART images allows
one to verify that this impact is not symmetric from the point of view of the satellite
sensor.
The Figure 11 and Figure 12 show the maps of luminance to 900nm of the African
continent to 4 dates (spring, summer, autumn, winter) and 3:00 (UTC 8h, 12h UTC 16h
UTC) defined above. As Figure 9 and Figure 10, this is 100 * 100 maps obtained by
interpolation of DART simulations performed for 400 geographical sites, with a
Lambertian soil ( = 900 0351: "Brown to dark brown gravelly loam" of USDA Soil
Conservation service) and an atmosphere "US Standard" with aerosols 23km visibility.
Logically, the TOA radiances and reflectances are much less affected by the atmosphere in
the near infrared than in the field of green. The spatial variability of radiances is mainly
due to the spatial variability of the illumination of the land surface. The geometric
configuration "Sun - Earth" plays a much more important role than the geometric
configuration "Sensor - Sun-Atmosphere". This is particularly the case of the phase
function of gases and aerosols. This explains the much larger symmetry of the near-
infrared maps of luminance.
Figure 23 shows the annual evolution of BOA (a) and TOA (b) radiances of 6 cities: Algiers
(36.42 ° N, 3.13 ° E, UTC +1), Cairo (30.2 ° N, 31.13 ° E; UTC +2), Dakar (14.4 ° N, 17.25 ° W,
UTC), Pretoria (25.45 ° S, 28.11 ° E, UTC +2), Mogadishu (2.02 ° N 45.21 ° E, UTC +3),
Luanda (8.50 ° S, 13.14 ° E, UTC +1). The evolution of the radiance Lref(t) at the nadir of the
satellite sensor is used as a reference. Any radiance L(t) larger than Lref(t) indicates that the
sensor receives light above this reference.
Figure 24 shows the 11µm TOA radiance, and its associated Brightness temperature, of the
African continent. It was obtained with a ground surface characterized by an emissivity
equal to 1 and a 300K thermodynamic temperature, a US standard atmosphere and an
atmosphere water vapor thickness equal to 1.4cm. The simplicity of this configuration
explains the spatial symmetry of brightness and temperature. Indeed, one should take into
account the actual local emissivity and thermodynamic temperature.
58 Modeling and Simulation in Engineering
Algiers Cairo
20 Dakar Luanda
Mogadiscio Pretoria
Sensor
15
10
0
1 31 61 91 121 151 181 211 241 271 301 331 Day
361
a)
TOA radiance - 550nm - 16h UTC (W.sr-1.m-2.µm-1)
50
40
Algiers Cairo
Dakar Luanda
Mogadiscio Pretoria
30
Sensor
20
10
0
1 31 61 Day
91 121 151 181 211 241 271 301 331 361
b)
Fig. 23. 550nm BOA (a) and TOA (b) radiance of 7 cities at 16h UTC over 1 year.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 59
Fig. 24. 11µm TOA radiance (a) and associated brightness temperature (b).
Conversely to the TEB scheme, DARTEB uses a 3-D cell discretization, in addition to the
layer discretization of roofs, walls and roads: modeling is conducted on a DART cell per cell
basis. As a result, fluxes are computed for each point of the 3-D scene. The transfer
coefficients for turbulent heat and moisture fluxes are identical; they differ from the transfer
coefficients for momentum fluxes. For DARTEB, the urban canopy is simulated as the
juxtaposition of urban street canyons. Here, we worked with a single urban canyon, for
remaining in the validity domain of TEB equations (Masson, 2000). Each surface type (wall,
soil, roof) is discretized into several layers for simulating the conduction fluxes to or from
the ground and building interiors. The number of layers for road, wall and roof can differ. A
minimal number of three layers is advised because temperature gradients can be large and
because of the multi-layer structure of the walls and roofs.
DARTEB uses a prognostic approach for assessing the 3D radiative budget distribution, and
consequently the 3D temperature distribution. Temperature values at time "k - 1" are used
for computing the 3D TIR and energy budgets at time "k", which allows one to compute the
3D temperature distribution at time "k", using the 3D visible and NIR radiation budget at
time "k" (Figure 25). DART simulations in the short wave domain are conducted during the
day period only.
a)
b)
Fig. 26. Comparison of temperature measurements (blue) with DARTEB (red) and TEB
(green) simulations. July 14-16 2004. a) Road of La Pomme street (Toulouse) with a south
East - North West orientation. b) Walls of Alsace Lorraine street (Toulouse) with a South-
North orientation. The 2 walls are facing West and East directions, which implies different
thermal behaviors.
62 Modeling and Simulation in Engineering
between DARTEB and TEB simulations. (1) Maximal DARTEB temperatures are larger than
maximal TEB temperatures. (2) Maximal DARTEB temperatures occur before midday
conversely to maximal TEB temperatures that occur at midday. (3) DARTEB curves are
smoother than TEB curves. These differences are mostly explained by the fact that DARTEB
takes into account the 3-D nature of the canyon geometry, conversely to TEB. Indeed, the
TEB model works with a mean canyon that corresponds to an azimuthally averaged street
direction. Thus, TEB temperatures are mean values, which explains that their time
variations are smoothed, with maximal values at midday. Actually, due to the South East -
North West orientation of La Pomme street, the maximum road illumination occurs before
midday and the maximal road illumination is larger than the mean road illumination for all
possible canyon orientations. This is well simulated by DARTEB. Each morning, the
measured and DARTEB temperature values display nearly the same sharp increase.
However, each afternoon, DARTEB temperature values decrease faster than TEB and the
observed temperature values. Several factors can explain the differences between
the DARTEB and observed temperature values. For example, an inaccurate road heat
capacity implies an inaccurate conduction flux, and an inaccurate road roughness length
tends to imply an inaccurate heat flux, which tends to lead to inaccurate road temperature
values. Another possible explanation can come from an inaccurate simulation of the
proportions of the 2 components of the canyon illumination: sun and sky illumination.
Here, these components are driven by the atmosphere optical depth and sun zenith angle.
However, in the absence of measurements, the atmosphere optical depth is assumed to be
constant.
The wall (Figure 26.b) DARTEB and measured temperature values tend to be very close,
both for the wall facing West, and for the wall facing East. They differ from TEB
temperature values because TEB gives a mean value for the 2 walls of the canyon.
Account of wall orientation is important because walls with different sun illumination
have different temperature values, with larger values during daytime for walls with best
sun orientation. As expected, DARTEB maximal temperature values occur in the morning
for the wall facing East, and in the afternoon for the wall facing West. This is not the case
with TEB maximal temperature values; they occur at midday due to the fact that TEB
works with azimuthally averaged canyons. This explains also that TEB temperature
values are too small. These examples stress the impact of 3-D architecture on temperature
distributions.
6. Concluding remarks
Some major and recent improvements of DART radiative transfer model are presented in
this paper. After years of development DART has reached the stage of a reference model in
the field of remote sensing in the optical domain. It was patented (PCT/FR 02/01181) in
2003. It is used in more than 80 Space Centers, Universities and Research Centers: NASA
GSFC (USA), the King's College (UK), Research center of Meteo France, IRD (France),
Virginia University (USA), Instituto de Agricultura Sostenible (Spain), etc. Paul Sabatier
University (France) provides free licenses for scientific works (www.cesbio.ups-tlse.fr), for
windows and Linux systems. Its domains of application are centered on remote sensing
applications for land surfaces (forestry, agriculture, urbanism,…), on the preparation of
future satellite sensors and on the improvement of the use of already available satellite data.
It is also more and more used for radiation budget in urban and natural environments, with
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 63
the objective to couple it with functioning models. Moreover, DART is also more and more
used in the field of education for teaching the physical bases of remote sensing and radiative
budget. Generally speaking, the possibility to create very easily urban and natural
landscapes is very interesting for scientists who want assess remote sensing measurements
in any experimental and instrument conditions.
Today, work continues for improving DART, for both the physics, functionalities and
computer science aspects. Present ongoing improvements concern the storing and
manipulation of LUTs as actual databases, the inversion of satellite images, the Lidar and
the design of a new GUI. Planned improvements concern the modeling of the Earth-
Atmosphere system in presence of clouds. DART will not simulate RT within clouds. These
will be considered as interfaces with specific optical properties and geometric dimensions.
Other major planned improvements will be the simulation of RT adapted to water bodies
and to fire.
7. Acknowledgement
This work was supported by Region Midi Pyrénées and by the Centre National d’Etudes
Spatiales (CNES) in the frame of the project "High spatial resolution of the land surfaces
with a geostationary satellite". Authors are also thankful to the CESBIO (Space Center for
Biosphere Studies) research team that contributes to the development of DART.
W , z : North
Satellite S
Hsat
W,
W ,∥ t
R(Latt)
x O
Longitude
Longsat
y
Fig. 27. Geometric configuration "Satellite - Earth scene", for an ellipsoidal Earth.
Let ∗ be the zenith angle of W , in the Earth system. It allows one to compute OT:
OT = Ot + {h . sin( ∗ ), 0, H . cos( ∗ )} with cos( ∗ ) =W , . W and ∗ [0 ]
Similarly, for point s, we have: Os {Rsat.sin(sat).cos(Longsat - Longt), Rsat.sin(sat).sin(Longsat -
Longt), Rsat.cos(sat)}
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 65
Let W , be the perpendicular to the ellipse at point s in the Earth system. In the local
reference:
.
( − ) = ( − ) W , 1,0, − . if Xsat 0.
.
.
.
It implies: −OS = Os + {H . ( ∗ ). ( − ), H . ( ∗ ). ( −
∗
), H . ( )}
This allows one to compute the incidence angle , the sensor off-nadir angle and the
satellite azimuth sat in the local system:
. .
( )= ,
= ( ,
) with [0 90°] and TS = OS − OT
|| ||.|| , || || ||.|| , ||
. .
( )= ,
= ( ,
) with β [0 90°]
|| ||.|| , || || ||.|| , ||
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woody elements of a Norway spruce canopy on nadir reflectance simulated by the
DART model at very high spatial resolution. Remote Sensing of Environment.
112:1-18.
Malenovský, Z.; Ufer, C.; Lhotakova, Z.; Clevers, J.G.P.W.; Schaepman, M.E.; Albrechtova, J.
& Cudlin, P. (2006). A new hyperspectral index for chlorophyll estimation of a
forest canopy: Area under curve normalised to maximal band depth between 650-
725 nm, EARSeL eProceedings 5 (2). p. 161 - 172.
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9th International Symposium on Physical Measurements and Signatures in
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VII/1, p. 3.
DART: A 3D Model for Remote Sensing Images and Radiative Budget of Earth Surfaces 67
Widlowski, J-L; Robustelli, M.; Disney, M.; Gastellu-Etchegorry, J.-P.; Lavergne, T.; Lewis,
P.; North, P.R.J.; Pinty, B.; Thompson, R. & Verstraete, M.M. (2008). The RAMI On-
line Model Checker (ROMC): A web-based benchmarking facility for canopy
reflectance models, Remote Sensing of Environment, 112:1144-1150.
3
1. Introduction
The genesis of a 3D model has basically two definitely different paths. Firstly we can
consider the CAD generated models, where the shape is defined according to a user
drawing action, operating with different mathematical “bricks” like B-Splines, NURBS or
subdivision surfaces (mathematical CAD modelling), or directly drawing small polygonal
planar facets in space, approximating with them complex free form shapes (polygonal CAD
modelling). This approach can be used for both ideal elements (a project, a fantasy shape in
the mind of a designer, a 3D cartoon, etc.) or for real objects. In the latter case the object has
to be first surveyed in order to generate a drawing coherent with the real stuff.
If the surveying process is not only a rough acquisition of simple distances with a
substantial amount of manual drawing, a scene can be modelled in 3D by capturing with a
digital instrument many points of its geometrical features and connecting them by polygons
to produce a 3D result similar to a polygonal CAD model, with the difference that the shape
generated is in this case an accurate 3D acquisition of a real object (reality-based polygonal
modelling).
Considering only device operating on the ground, 3D capturing techniques for the
generation of reality-based 3D models may span from passive sensors and image data
(Remondino and El-Hakim, 2006), optical active sensors and range data (Blais, 2004; Shan &
Toth, 2008; Vosselman and Maas, 2010), classical surveying (e.g. total stations or Global
Navigation Satellite System - GNSS), 2D maps (Yin et al., 2009) or an integration of the
aforementioned methods (Stumpfel et al., 2003; Guidi et al., 2003; Beraldin, 2004; Stamos et
al., 2008; Guidi et al., 2009a; Remondino et al., 2009; Callieri et al., 2011). The choice depends
on the required resolution and accuracy, object dimensions, location constraints,
instrument’s portability and usability, surface characteristics, working team experience,
project’s budget, final goal, etc.
Although aware of the potentialities of the image-based approach and its recent
developments in automated and dense image matching for non-expert the easy usability
and reliability of optical active sensors in acquiring 3D data is generally a good motivation
to decline image-based approaches. Moreover the great advantage of active sensors is the
fact that they deliver immediately dense and detailed 3D point clouds, whose coordinate are
metrically defined. On the other hand image data require some processing and a
mathematical formulation to transform the two-dimensional image measurements into
metric three-dimensional coordinates. Image-based modelling techniques (mainly
70 Modeling and Simulation in Engineering
2.1.1 Photogrammetry
Photogrammetry (Mikhail et al., 2001; Luhmann et al., 2007) is the most well-known and
important image-based technique which allows the derivation of accurate, metric and
semantic information from photographs (images). Photogrammetry thus turns 2D image
data into 3D data (like digital models) rigorously establishing the geometric relationship
between the acquired images and the scene as surveyed at the time of the imaging event.
Photogrammetry can be done using underwater, terrestrial, aerial or satellite imaging
sensors. Generally the term Remote Sensing is more associated to satellite imagery and their
use for land classification and analysis or changes detection (i.e. no geometric processing).
3D Modelling from Real Data 71
The photogrammetric method generally employs minimum two images of the same static
scene or object acquired from different points of view. Similar to human vision, if an object
is seen in at least two images, the different relative positions of the object in the images (the
so-called parallaxes) allow a stereoscopic view and the derivation of 3D information of the
scene seen in the overlapping area of the images.
Fig. 1. The collinearity principle established between the camera projection center, a point in
the image and the corresponding point in the object space (left). The multi-image concept,
where the 3D object can be reconstructed using multiple collinearity rays between
corresponding image points (right).
Photogrammetry is used in many fields, from the traditional mapping, monitoring and 3D
city modelling to the video games industry, from industrial inspections to the movie
production, from heritage documentation to medical field. Photogrammetry was always
considered a manual and time consuming procedure but in the last decade many
developments lead to a great improvement of the technique and nowadays many semi- or
fully-automated procedures are available. When the project’s goal is the recovery of a
complete, detailed, precise and reliable 3D model, some user interaction in the modelling
pipeline is still mandatory, in particular for geo-referencing and quality analysis. Thus
photogrammetry does not aim at the full automation of the image processing but it has
always as first goal the recovery of metric and accurate results. On the other hand, for
applications needing 3D models for simple visualization or Virtual Reality (VR) uses, fully
automated 3D modelling procedures can also be adopted (Vergauwen & Van Gool, 2006;
Snavely et al., 2008).
The advantages of photogrammetry stay in the fact that (i) images contain all the
information required for 3D modelling and accurate documentation (geometry and texture);
(ii) photogrammetric instruments (cameras and software) are generally cheap, very portable,
easy to use and with very high accuracy potentials; (iii) an object can be reconstructed even
if it has disappeared or considerably changed using archived images (Gruen et al., 2004). But
a large experience is required to derive accurate and detailed 3D models from images. This
has limited a lot the use of photogrammetry in favour of the more powerful active 3D
sensors, which allow easily the derivation of dense and detailed 3D point clouds with no
user processing.
72 Modeling and Simulation in Engineering
with:
x, y … 2D image coordinates
X, Y, Z … 3D object coordinates
All measurements performed on digital images refer to a pixel coordinate system while
collinearity equations refer to the metric image coordinate system. The conversion from
pixel to image coordinates is performed with an affine transformation knowing the sensor
dimensions and pixel size.
For each image point measured in at least two images (generally called tie points), a
collinearity equation is written. All the equations form a system of equations and the
solution is generally obtained with an iterative least squares method (Gauss-Markov
model), thus requiring some good initial approximations of the unknown parameters. The
method, called bundle adjustment, provides a simultaneous determination of all system
parameters along with estimates of the precision and reliability of the unknowns. If the
interior orientation parameters are also unknowns, the method is named self-calibrating
bundle adjustment.
The system of equations is iteratively solved with the least squares method and after the
linearization and the introduction of an error vector e, it can be expressed as:
e A x l (2)
with:
e = error vector;
A = design matrix n x m (numb_observations x numb_unknonws, n>m) with the coefficients
of the linearized collinearity equations;
x = unknowns vector (exterior parameters, 3D object coordinates, eventually interior
parameters);
3D Modelling from Real Data 73
l = observation vector;
Generally a weight matrix P is added in order to weight the observations and unknown
parameters during the estimation procedure. The estimation of x and the variance factor s is
usually (not exclusively) attempted as unbiased, minimum variance estimation, performed
by means of least squares and results in:
x̂ ( AT PA)1 AT Pl (3)
with the residual v and the standard deviation a posteriori (s0) as:
v A xˆ l (4)
vT Pv
0 (5)
r
with r the redundancy of the system (numb_observations - numb_unknonws).
The precision of the parameter vector x is controlled by its covariance matrix
C xx 02 ( AT PA)1 .
For (ATPA) to be uniquely invertible, as required in (Eq. 3), the network needs to fix an
external “datum” i.e. the seven parameters of a spatial similarity transformation between
image and object space. This is usually achieved by introducing some ground control points
with at least seven fixed coordinate values. Another possibility is to solve the system (Eq. 2)
in a free-network mode providing at least a known object’s distance to retrieve the correct
scale.
Depending on the parameters which are considered either known or treated as unknowns,
the collinearity equations may result in different procedures (Table 1).
As previously mentioned, the photogrammetric reconstruction method relies on a minimum
of two images of the same object acquired from different viewpoints. Defining B the baseline
between two images and D the average camera-to-object distance, a reasonable B/D (base-
to-depth) ratio between the images should ensure a strong geometric configuration and
reconstruction that is less sensitive to noise and measurement errors.
A typical value of the B/D ratio in terrestrial photogrammetry should be around than 0.5,
even if in practical situations it is often very difficult to fulfil this requirement. Generally, the
larger the baseline, the better the accuracy of the computed object coordinates, although
large baselines arise problems in finding automatically the same correspondences in the
images, due to strong perspective effects. According to Fraser (1996), the accuracy of the
computed 3D object coordinates (sXYZ) depends on the image measurement precision (sxy),
image scale and geometry (e.g. the scale number S), an empirical factor q and the number of
images k:
qS xy
XYZ (6)
k
The collinearity principle and Gauss-Markov model of the least squares are valid and
employed for all those images acquired with frame sensors (e.g. a SLR camera). In case of
linear array sensors, other mathematical approaches should be employed. The description of
such methods is outside the scope of this chapter.
74 Modeling and Simulation in Engineering
The entire photogrammetric workflow used to derive metric and accurate 3D information of
a scene from a set of images consists of (i) camera calibration and image orientation, (ii) 3D
measurements, (iii) structuring and modelling, (iv) texture mapping and visualization.
Compared to the active range sensors workflow, the main difference stays in the 3D point
cloud derivation: while range sensors (e.g. laser scanners) deliver directly the 3D data,
photogrammetry requires the mathematical processing of the image data to derive the
required sparse or dense 3D point clouds useful to digitally reconstruct the surveyed scene.
Let’s imagine to have a range device made by the composition of a light source and a
planar sensor, rigidly bounded each other. The laser source generates a thin ray
producing a small light dot on the surface to be measured. If we put a 2D capture device
(e.g. a digital camera) displaced respect to the light source and the surface is enough
diffusive to reflect some light also toward the camera pupil, an image containing the light
spot can be picked up. In this opto-geometric set-up the light source emitting aperture, the
projection centre and the light spot on the object, form a triangle as the one shown in fig.
2a, where the distance between image capture device and light source is indicated as
baseline b. The lens located in front of the sensor is characterized by its focal length f (i.e.
distance in mm from the optical centre of the lens to the focal plane). On the collected
image, a trace of the light spot will be visible in a point displaced with respect to the
optical centre of the system.
Depending from the position of the imaged spot respect to the optical axis of the lens, two
displacement components will be generated along the horizontal (x) and vertical (y)
directions. Considering that the drawing in fig. 2a represents the horizontal plane (xz) we
will take into account here only the horizontal component of such displacement, indicated
in fig. 2a as p (parallax). If the system has been previously calibrated we can consider as
known both the inclination a of the laser beam and the baseline b. From the spot position the
distance p can be estimated, through which we can easily calculate the angle b:
p
tan (7)
f
As evidenced in fig. 2b, once the three parameters b, and are known, the
aforementioned triangle has three known elements: the base b and two angles (90°-, 90°-
), from which all other parameters can be evaluated. Through simple trigonometry we go
back to the distance zA between the camera and point A on the object. This range, which is
the most critical parameter and therefore gives name to this class of instruments (range
devices), is given by:
b
zA (8)
tan tan
Multiplying this value by the tangent of , we get the horizontal coordinate xA.
In this schematic view yA never appears. In fact, with a technique like this, the sensor can
be reduced to a single array of photosensitive elements rather than a matrix such as those
which are equipped with digital cameras. In this case yA can be determined in advance by
mounting the optical measurement system on a micrometric mechanical device providing
its position with respect to a known y origin. The Region Of Interest (ROI), namely the
volume that can be actually measured by the range device, is defined by the depth of field
of the overall system consisting of illumination source and optics. As well known the
depth of field of a camera depends on a combination of lens focal length and aperture. To
make the most of this area, it is appropriate that also the laser beam is focused at the
camera focusing distance, with a relatively long focal range, in order to have the spot size
nearly unchanged within the ROI. Once both these conditions are met, the ROI size can be
further increased by tilting the sensor optics, as defined by the principle of Scheimpflug
(Li et al, 2007).
3D Modelling from Real Data 77
integrated with an electronic distance meter. TOF, or time of flight, is referred to the method
used for estimating the sensor-to-target distance, that is usually done by measuring the time
needed by light for travelling from the light source to the target surface and back to the light
detector integrated in the electronic distance meter.
Differently from a total station, a 3D laser scanner does not need that a human operator take
aim at a specific point in space, therefore it does not have such sophisticate crosshair. On the
other hand it has the capability to automatically re-orient the laser on a predefined range of
horizontal and vertical angles, in order to select a specific area in front of the instrument.
The precise angular estimations are then returned by a set of digital encoders, while the
laser TOF gives the distance. As exemplified in fig. 5, showing a schematic diagram of a
system working only on the xz plane analogously to what shown for triangulation based
systems, it is clear that if the system return the two parameter distance (r) and laser beam
orientation (a), the Cartesian coordinates of A in the xz reference system are simply given
by:
x A sin (9)
z A cos (10)
In case of a real 3D situation, in addition to the vertical angle an horizontal angle will be
given, and the set of coordinate (xA, yA, zA) will be obtained by a simple conversion from
polar to Cartesian of the three-dimensional input data.
Fig. 5. Acquisition of coordinates of the point A through the a priori knowledge of the angle
, and the measurement of the distance r through the Time Of Flight of a light pulse from
the sensor to the object and back.
Systems based on the measurement of distance are in general indicated as LiDAR (Light
Detection And Ranging), even if in the topographic area this acronym is often used for
indicating the specific category of airborne laser scanner. The most noticeable aspect of such
devices is in fact the capability to work at very long distance from the actual scanning
surface, from half meter up to few kilometres, making such devices suitable also for 3D
acquisition from flying platforms (helicopters or airplanes) or moving vehicles (boats or
cars).
For ground based range sensors the angular movement can be 360° horizontally and close to
180° vertically, allowing a huge spherical volume to be captured from a fixed position. As
80 Modeling and Simulation in Engineering
for triangulation based range sensors the output of such devices is again a cloud of 3D
points originated by a high resolution spatial sampling an object. The difference with
triangulation devices is often in the data structure. In TOF devices data are collected
sampling an angular sector of a sphere, with a step not always fixed. As a results the data set
can be formed by scan lines not necessarily all of the same size. Therefore the device output
may be given by a simple list of 3D coordinates not structured in a matrix.
In term of performances, contributions to measurement errors may be given by both angular
estimation accuracy and distance measurements. However, due to the very high speed of
light, the TOF is very short, and this involves that the major source of uncertainty is due to
its estimation that becomes a geometrical uncertainty once time is converted in distance. For
this reason angle estimation devices implemented in this kind of laser scanners are similar
each other. But different strategies for obtaining distance from light have been proposed for
minimizing such uncertainty, all derived by approaches originally developed for radars.
An interesting sensor fusion is given by the Range-Imaging (RIM) cameras which integrate
distance measurements (based on the TOF principle) and imaging aspects. RIM sensors are
not treated in this chapter as not really suitable for 3D modeling applications.
TOF c
r (11)
2
Therefore a small deviation in estimating TOF, for example in the order of 20 ps, will give a
corresponding range deviation Dr=1/2· (20· 10-12)· (3· 108) m = 3 mm.
For some recent models of laser scanner based on this principle (Riegel, 2010), the device is
capable to detect multiple reflected pulses by a single transmitted pulse, provided by
situations where multiple targets are present on the laser trajectory (e.g. a wall behind tree
leaves). In this case the cloud of points is not anymore a 2.5D entity.
and the signal generated by re-converting in electrical form the light backscattered by the
surface and received by the range sensor:
A CW laser scanner implement an electronic mixing the two signals, that corresponds to a
multiplication of these two contributions. It can be reduced as follows:
1 1
cos( 0t ) cos( 0t ) cos( 20t ) cos( ) (14)
2 2
The result is a contribution at double the modulating frequency, that can be cut through a
low-pass filter, and a continuous contribution, directly proportional to phase difference f,
that can be estimated. Since this angular value is directly proportional to the TOF, from this
value the range can be evaluated similarly to the previous case. This indirect estimation of
TOF allows a better performance in term of uncertainty for two main reasons: a) since the
light sent to the target is continuous, much more energy can be transmitted respect to the
PW case, and the consequent signal-to-noise ratio of the received signal is higher; b) the low-
passing filtering required for extracting the useful signal component involves a cut also on
the high frequency noise, resulting in a further decrease of noise respect to signal.
A peculiar aspect of this range measurement technique is the possibility to have an
ambiguous information if the sensor-to-target distance is longer than the equivalent length
of a full wave of modulated light, given by the ambiguity range ramb=pc/w0, due to the
periodical repetition of phase. Such ambiguity involves a maximum operating distance that
is in general smaller for CW devices rather than PW.
wide area and high precision are simultaneously required, like in industrial (Petrov, 2006) and
CH (Guidi et al., 2005; Guidi et al., 2009b) applications.
x 2
x x0 f xSx ya xr 2 k1 xr 4 k2 xr 6 k3 2 P1 xy ( 2 x r 2 )P1 2 xyP2 (15)
f
y 2
y y0 f xa yr 2 k1 yr 4 k2 yr 6 k3 2 P1 xy ( 2 y r 2 )P2 (16)
f
with:
x x x0 ;
y y y0 ;
r2 x2 y2 ;
Brown’s model is generally called “physical model” as all its components can be directly
attributed to physical error sources. The individual parameters represent:
3D Modelling from Real Data 83
a) b)
Fig. 6. Radial (a) and decentering (b) distortion profile for a digital camera set at different
focal length.
Decentering distortion is due to a lack of centering of lens elements along the optical axis.
The decentering distortion parameters P1 and P2 are invariably strongly projectively coupled
with x0 and y0. Decentering distortion is usually an order of magnitude or more less than
radial distortion and it also varies with focus, but to a much less extent, as indicated by the
decentering distortion profiles shown in fig. 6b. The projective coupling between P1 and P2
and the principal point offsets (Dx0, Dy0) increases with increasing focal length and can be
problematic for long focal length lenses. The extent of coupling can be diminished, during
the calibration procedure, through both use of a 3D object point array and the adoption of
higher convergence angles for the images.
The solution of a self-calibrating bundle adjustment leads to the estimation of all the interior
parameters and APs, starting from a set of manually or automatically measured image
correspondences (tie points). Critical to the quality of the self-calibration is the overall
network geometry and especially the configuration camera stations. Some good hints and
practical rules for camera calibration can be summarized as follows:
acquire a set of images of a reference object, possibly constituted of coded targets which
can be automatically and accurately measured in the images;
84 Modeling and Simulation in Engineering
the image network geometry should be favourable, i.e. the camera station configuration
must comprise highly convergent images, acquired at different distances from the
scene, with orthogonal roll angles and a large number of well distributed 3D object
points;
the accuracy of the image network (and so of the calibration procedure) increases with
increasing convergence angles for the imagery, the number of rays to a given object
point and the number of measured points per image (although but the incremental
improvement is small beyond a few tens of points);
a planar object point array can be employed for camera calibration if the images are
acquired with orthogonal roll angles, a high degree of convergence and, desirably,
varying object distances;
orthogonal roll angles must be present to break the projective coupling between IO and
EO parameters. Although it might be possible to achieve this decoupling without 90°
image rotations, through provision of a strongly 3D object point array, it is always
recommended to have ‘rolled’ images in the self-calibration network.
Nowadays self-calibration via the bundle adjustment is a fully automatic process requiring
nothing more than images recorded in a suitable multi-station geometry, an initial guess of
the focal length and image sensor characteristics (and it can be a guess) and some coded
targets which form a 3D object point array.
Although the transposition of these concepts to the world of 3D imaging has been reported
in the reference guide VDI/VDE 2634 by the “Association of German Engineers” for pattern
projection cameras, a more general international standard on optical 3D measurement is still
in preparation by commission E57 of the American Society for Testing Material (ASTM,
2006). Also the International Standard Organization (ISO) has not yet defined a metrological
standard for non-contact 3D measurement devices. In its ISO-10360 only the methods for
characterizing contact based Coordinate Measuring Machines (CMM) has been defined,
while an extension for CMMs coupled with optical measuring machines (ISO 10360-7:2011)
is still under development.
4.1 Resolution
According to VIM, resolution is the "smallest change in a quantity being measured that
causes a perceptible change in the corresponding indication”. This definition, once referred
to non-contact 3D imaging, is intended as the minimum geometrical detail that the range
device is capable to capture. This is influenced by the device mechanical, optical and
electronic features. Of course such value represents the maximum resolution allowed by the
3D sensor. For its 3D nature it can be divided in two components: the axial resolution, along
the optical axis of the device (usually indicated as z), and the lateral resolution, on the xy
plane (MacKinnon et al., 2008).
For digitally capturing a shape, the 3D sensor generates a discretization of its continuous
surface according to a predefined sampling step adjustable by the end-user even at a level
lower than the maximum. The adjustment leads to a proper spacing between geometrical
samples on the xy plane, giving the actual geometrical resolution level chosen by the
operator for that specific 3D acquisition action. The corresponding value in z is a
consequence of the opto-geometric set-up, and can’t be usually changed by the operator.
In other words it has to be made a clear distinction between the maximum resolution
allowed by the sensor, usually indicated as “resolution” in the sensor data sheet, and the
actual resolution used for a 3D acquisition work, that the end-user can properly set-up
according to the geometrical complexity of the 3D object to be surveyed, operating on the xy
sampling step.
The latter set-up is directly influenced by the lens focal length and the sensor-to-target
distance for triangulation devices, using an image sensor whose size and pixel density is
known in advance. In that case the sampling step will be attainable for example dividing the
framed area horizontal size for the number of horizontal pixels. Since most cameras has
square pixels, in general this value is equivalent to (vertical size)/(vertical number of
pixels). For TOF devices the sampling can be set-up on the laser scanner control software by
defining the angular step between two adjacent point on a scan line, and between two
adjacent scan-lines. Of course, in order to convert the angular step in a linear step on the
surface, such angle expressed in radians has to be multiplied for the operating distance.
Some scanner control packages allow to set directly the former value.
The sampling should be made according to a rule deriving directly by the Nyquist-Shannon
sampling theorem (Shannon, 1949), developed first in communication theory. Such theorem
states that, if a sinusoidal behaviour has a frequency defined by its period T, that in the
geometrical domain becomes a length (the size of the minimal geometrical detail that we
intend to digitally capture), the minimal sampling step suitable for allowing the
reconstruction of the same behaviour from the sampled one, is equal to T/2. Of course it is
86 Modeling and Simulation in Engineering
not generally true that the fine geometrical details of a complex shape could be considered
as made by the extrusions of sinusoidal profiles, but at least this criteria gives a “rule of the
thumb” for estimating a minimum geometrical sampling step below which it is sure that the
smaller geometrical detail will be lost.
Fig. 7. Exemplification of the accuracy and precision concepts. The target has been used by
three different shooters. The shooter A is precise but not accurate, B is more accurate than A
but less precise (more spreading), C is both accurate and precise.
noise in the sensor's detector, and, in case of laser based devices, by the typical laser speckle
effect (Baribeau & Rioux 1991).
For a 3D sensor such estimation can be done acquiring several times the same area and
analysing the measured value of a specific point in space as a random variable, calculating
its standard deviation. This would involve a very large number of 3D acquisitions to be
repeated, namely from 10000 to one million, in order to consider the data statistically
significant. For this reason a more practical approach (even if not as theoretically coherent
with the definition) is to acquire the range map of a target whose shape is known in
advance, like for example a plane, and evaluate the standard deviation of each 3D point
respect to the ideal shape (Guidi et al., 2010). Since a range map can be easily made by
millions of points the statistical significance is implicit.
Precision of active 3D devices ranges from a few tens of micrometres for triangulation based
sensors, with an increase of deviation with the square of sensor-to-target distance. It has
similar values for FM-CW laser scanners with a much less significant change with distance.
For CW laser scanners it has values starting from below 1mm up to a few mm as the sensor
is farer from the target, and not less of 2 mm for PW laser scanners (Boehler et al., 2003) with
no significant change with distance (Guidi et al., 2011).
For modelling applications the uncertainty level of the range sensor should not exceed a
fraction of the resolution step for avoiding topological anomalies in the final mesh (Guidi &
Bianchini, 2007). A good rule of the thumb is to avoid a resolution level smaller than the
range device measurement uncertainty.
a)
b)
Fig. 8. 3D reconstruction of architectural structures with manual measurements in order to
generate geometrical models with the main geometrical features (a). Dense point clouds
produced using automated image matching (b).
applications with articulated arms (contact CMM) or laser trackers (non-contact CMM)
coupled with triangulation based scanning heads (Pierce, 2007; Peggs et al., 2009).
In case of long-range active range sensors (e.g. TOF laser scanners) the complementary
device can be represented by a GNSS which is used, for every acquisition, to measure the
position of the range sensor in a global reference system.
first range map has to be connected with the last one. For this reason global versions of ICP
have been conceived, where the orientation of each range map is optimized respect to all
neighbour range maps (Gagnon et al., 1994).
a) b) c)
Fig. 9. ICP alignment process: a) selection of corresponding points on two partially
superimposed range maps; b) rough pre-alignment; c) accurate alignment after a few
iterations.
Several refinements of the ICP approach have been developed in the last two decades for
pair-wise alignment (Rusinkiewicz & Levoy, 2001), with the introduction of additional non-
geometrical parameters as colour, for solving alignment of object with rich image content
but poor 3D structure like flat or regular texturized surfaces (Godin et al., 2001b), and for
managing possible shape changes between different shots due to non-rigid objects (Brown &
Rusinkiewicz, 2007). A quantitative test of different alignment algorithm has been recently
proposed in term of metric performances and processing time (Salvi et al., 2007). For a
widespread updated state of the art about alignment algorithms see (Deng, 2011).
optimized version that uses Venn diagrams for evaluating the level of redundancy on mesh
overlaps has been proposed (Soucy & Laurendeau, 1995). Other approaches work by
triangulating union of the point sets, like the Ball Pivoting algorithm (Bernardini et al.,
1999), which consists of rolling an imaginary ball on the point sets and creating a triangle for
each triplet of points supporting the ball. All methods based on a choice of triangles from a
certain mesh on the overlapping areas may get critical in case of large number of overlapped
range maps; (ii) a volumetric algorithm which operates a subdivision in voxels of the model
space, calculates an average position of each 3D point on the overlapping areas and re-
samples meshes along common lines of sight (Curless & Levoy, 1996). In this case areas with
possible large number of overlapped range maps are evaluated more efficiently than with
the zippering method, with a reduction of measurement uncertainty by averaging
corresponding points.
a) b)
Fig. 10. Mesh generation: a) set of ICP aligned range maps. Different colours indicate the
individual range maps; b) merge of all range maps in a single polygonal mesh.
Dense image matching generally consist of unstructured 3D point clouds that can be
processed with the same approach used for the above mentioned laser scanner unstructured
point clouds. No alignment phase is needed as the photogrammetric process deliver a
unique point cloud of the surveyed scene.
a) b)
Fig. 11. Mesh optimization: a) mesh with polygon sizes given by the range sensor resolution
set-up (520,000 triangles); b) mesh simplified in order to keep the difference with the
unsimplified one, below 50mm. The polygon sizes vary dynamically according to the
surface curvature and the mesh size drops down to 90,000 triangles.
94 Modeling and Simulation in Engineering
set for the device appears to be redundant for all those surfaces whose curvature radius is
not too small.
A mesh simplification that progressively reduces the number of polygons eliminating some
nodes, can be applied up to reaching a pre-defined number of polygons (useful for example
in game applications where such limitation holds), or, as an alternative, checking the
deviation between simplified and un-simplified mesh and stopping at a pre-assigned
threshold. If such threshold is chosen in the order of the 3D sensor measurement
uncertainty, this kind of simplification does not practically influence the geometric
information attainable by the model (fig. 11b), with a strong data shrinking (nearly six time
in the example). Mesh simplification algorithms have been extensively examined and
compared by Cignoni et al. (1998).
and illumination (Reinhard et al., 2005) while colour discontinuities and aliasing effects
must be removed (Debevec et al., 2004; Umeda et al., 2005).
The photo-realistic 3D product needs finally to be visualized e.g. for communication and
presentation purposes. In case of large and complex model the point-based rendering
technique does not give satisfactory results and does not provide realistic visualization. The
visualization of a 3D model is often the only product of interest for the external world,
remaining the only possible contact with the 3D data. Therefore a realistic and accurate
visualization is often required. Furthermore the ability to easily interact with a huge 3D
model is a continuing and increasing problem. Indeed model sizes (both in geometry and
texture) are increasing at faster rate than computer hardware advances and this limits the
possibilities of interactive and real-time visualization of the 3D results. Due to the generally
large amount of data and its complexity, the rendering of large 3D models is done with
multi-resolution approaches displaying the large meshes with different Levels of Detail
(LOD), simplification and optimization approaches (Dietrich et al., 2007).
9. Conclusions
This chapter reported an overview of the actual optical 3D measurements sensors and
techniques used for terrestrial 3D modelling. The last 15 years of applications made clear
that reality-based 3D models are very useful in many fields but the related processing
pipeline is still far from being optimal, with possible improvements and open research
issues in many steps.
First of all automation in 3D data processing is one of the most important issues influencing
efficiency, time and production costs. At present different research solution and commercial
packages have turned towards semi-automated (interactive) approaches, where the human
capacity in data interpretation is paired with the speed and precision of computer
algorithms. Indeed the success of fully automation in image understanding or 3D point
clouds processing depends on many factors and is still a hot topic of research. The progress
is promising but the acceptance of fully automated procedures, judged in terms of handled
datasets and accuracy of the final 3D results, depends on the quality specifications of the
user and final use of the produced 3D model. A good level of automation would make also
possible the development of new tools for non-expert users. These would be particularly
useful since 3D capturing and modelling has been demonstrated to be an interdisciplinary
task where non-technical end-users (archaeologists, architects, designers, art historians, etc.),
may need to interact with sophisticate technologies through clear protocols and user-
friendly packages.
Sensor fusion has been experimentally demonstrated to be useful for collecting as many
features as possible, allowing the exploitation of each range sensing technology capability.
Currently available packages allows the creation of different geometric levels of detail
(LoD) at model level (i.e. at the end of the modelling pipeline), while this could be
performed also at data-level with the development of novel packages capable to deal
simultaneously with different sensors and data. Such novel feature should allow also to
include new sensors and 3D data in the processing pipeline taking into account their
metrological characteristics.
For this reason also the adoption of standards for comparing 3D sensing technologies
would help. At present even no common terminology exists for comparing sensors
performances.
96 Modeling and Simulation in Engineering
A smooth connection between a data base and reality-based 3D models is another issue that
has to be faced when the model becomes a “portal” for accessing to an informative system
associated to the modelled object. Although some experimental systems have been
developed, no simple tools suitable for non-expert users are available yet.
The latter open issue is connected with the problem of remotely visualize large 3D models,
both for navigation and data access. Despite 3D navigation through the internet has been
attempted both with local rendering of downloaded 3D models (possible large initial time
lag and poor data security), or with remote rendering and streaming to the client of a
sequence of rendered frames (good security but poor real-time navigation), a complete and
reliable user oriented solution is still lacking.
10. Acknowledgment
The authors would like to thank J. Angelo Beraldin for many useful discussions.
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4
Japan
1. Introduction
Siglecs comprise a family of sialic acid-binding Ig-like lectins, expressed mainly on
hematopoietic cells (O'Reilly and Paulson 2010; Angata 2006; Crocker, Paulson et al. 2007).
More than ten Siglecs of human orgin have been cloned, all of which bind sialoglycans.
Structural commonalities include an extracellular N-terminal V-set Ig-like domain, a
sialoglycan-binding domain followed by variable numbers of C2-set Ig-like domains, a
transmembrane domain, and a cytoplasmic signaling domain. Each member is expressed in
a cell-specific manner, e.g., Siglec-1 on macrophages, Sigelc-2 on B cells, Siglec-7 on natural
killer cells, and Siglec-9 on myelocytic cells.
Even though Siglecs bind terminal sialic acids on glycoconjugates, each member
preferentially binds different oligosaccharide ligands. The nature of a specific sialic acid, its
linkage to substituted sugars, and underlying neutral oligosaccharides can all influence
Siglec recognition (see Table 1). For instance, Siglec-1 binds a terminal NeuAc2-3Gal, but
not a NeuAc2-6Gal residue. In contrast, Siglec-2 preferentially binds a terminal NeuAc2-
6Gal residue (Blixt, Collins et al. 2003; Blixt, Han et al. 2008). Siglec-9 binds both of the
structures equally. Siglec-7 binds tumor-associated glycans such as so-called “melanoma
antigen” (disialyl glycan; NeuAc2-8NeuAc2-3Gal) and the branched 2-6sialyl glycan
(Gal1-3[NeuAc2-6]GlcNAc) (Yamaji, Teranishi et al. 2002; Miyazaki, Ohmori et al. 2004).
The binding of Siglec-7 to unique sialoglycans may be associated with tumor recognition by
NK cells. In this context, it is notable that antibody-crosslinking of Siglec-7 on NK cells
attenuates the cytotoxicity of NK cells against FcR+ P815 murine mastocytoma cells (Nicoll,
Corresponding author
104 Modeling and Simulation in Engineering
Avril et al. 2003). The inhibitory signal of Siglec-7 is transduced by its cytoplasmic signaling
domain containing immune receptor tyrosine-based inhibitory motifs (ITIMs) (Ikehara,
Ikehara et al. 2004; Yamaji, Mitsuki et al. 2005), which have been described as suppression
motifs for a variety of immunocytes.
2.1 The mapping of important amino acids for recognizing tumor-associated glycans
2.1.1 Overexpression of Siglec-7 on cultured cells
We used two types of cells for overexpressing Siglec-7: hematopoietic U937 monocytic
leukemia cells and Chinese hamster ovary (CHO) cells. Each type of cell was transfected
with Siglec-7 cDNA and then stable transformants were isolated (U937-WT7 or CHO-WT7).
Mock transfection cells were also prepared (U937-Mock or CHO-Mock). Expression levels of
Siglec-7 on transformants were estimated by immunoblotting and/or flow cytometry using
specific antibodies against Siglec-7 (Yamaji, Mitsuki et al. 2005). Prior to binding assays, the
cells were treated with sialidase to remove endogenous sialic acid.
We also prepared Siglec-7 ligand-expressing cells, i.e., human erythroleukemia K562 cells
were transfected with cDNA of 2-8sialyltransferase, ST8SiaVI, which biosynthesizes
NeuAc2-8NeuAc2-3Gal epitope, a preferred ligand of Siglec-7. The isolated stable
transformants (K562-ST) were examined for their epitope expression by flow cytometry
using S2-566 antibody, which recognizes the disialyl epitope.
glycan-binding activity of Siglec-7 on U937-WT7 cells (Fig. 1A). The probe bound to U937-
WT7 cells in a saturable manner showing a less thanM of the Kd value (Fig
1B)(unpublished data, Yamaji et al.).
To examine whether Siglec-7 mediates cellular binding, U937-WT7 cells were co-cultured
with K562-ST cells, which express 2,8disialyl epitopes. U937-WT7 cells formed aggregates
with K562-ST (Fig. 2A) but not with K562-Mock cells (Fig. 2B), suggesting that the cell-cell
interaction depends on 2,8disialyl epitopes on K562-ST cells. In this model system Siglec-7
binds 2,8disialyl epitopes on the target cells in a trans-acting manner.
Fig. 2. U937-WT7 cells form aggregates with K562-ST cells (A), which express 2,8disialyl
epitopes, but not with K562-Mock cells (B).
Siglec-7 functions as a negative regulator in various immuno-responses. Upon activation of
Siglec-7, cytoplasmic immune receptor tyrosine-based inhibitory motifs (ITIMs) are
phosphorylated and transduce the inhibitory signal. Co-cultivation of U937-WT cells with
K562-ST cells induced tyrosine phosphorylation of Siglec-7, whereas that with K562-mock
cells did not (data not shown), suggesting that interaction of Siglec-7 with ligands on
opposing cells transduces inhibitory signalling (unpublished data, Yamaji et al.).
a The nomenclature is based on that of Svennerholm (J. Neurochem. 10, 613, 1963).
Table 1. Glycan structures of oligosaccharides and their recognition by Siglecs.
and LSTc-polymers containing 2-3/6-linked sialyl residue did not bind to the cells. The
apparent Kd and Bmax values of the GD3-polymer to CHO-WT7 cells were about 10 nM and
70 fmol/2 x 104 cells, respectively. Next we examined the binding specificity of Siglec-9 (Fig.
4B), which has the highest sequence similarity to Siglec-7 (83% identity) among all Siglecs
reported. CHO-WT9 bound poorly to GD3- and LSTb-polymers, but did bind well to GD1a-,
LSTa-, GT1b-, and LSTc-polymers, suggesting that Siglec-9 recognizes a terminal NeuAc2-
3(or 6) Gal residue and its binding specificity is distinguished from that of Siglec-7 (Fig. 4).
3D Modeling of a Natural Killer Receptor,Siglec-7:
Critical Amino Acids for Glycan-Binding and Cell Death-Inducing Activity 107
2.1.5 The 3D mapping of the six amino acid in Siglec-7 V-set domain
To date, crystal structures of Siglec domains have been reported including mouse Siglec-1 V-
set domain, human Siglec-5 V-set plus C2-set domain and human Siglec-7 V-set domain
(Fig. 6).
Structural information on Siglecs is thus accumulating, and the basis for the recognition of a
terminal sialic acid is becoming established. The interaction is highlighted by a conserved
arginine residue that forms a crucial salt bridge with the sialic acid carboxylate.
Crystal structures of Siglec-7 V-set domain have been reported so far with or without
sialosides (Alphey, Attrill et al. 2003; Dimasi, Moretta et al. 2004; Attrill, Imamura et al. 2006;
Attrill, Takazawa et al. 2006). The structure of unliganded Siglec-7 V-set domain is an Ig-like
-sandwich fold formed by two -sheets (strands A’GFCC’ and ABED) (Fig. 7, left) (Alphey,
Attrill et al. 2003). The conserved Arg124, which is the key ligand-binding residue, is
solvent-exposed and is located on the center of A’GFCC’ face.
Six amino acid residues (Asn70 to Lys75), which determine the binding preference for
disialo-glycans (Yamaji, Teranishi et al. 2002), are located on the tip of the C-C’ loop. The
crystal structure of Siglec-7 V-set domain in complex with (2-8)disialylated glycan reveals
how this important family of lectins binds the structurally diverse sialosides (Fig. 7, right).
The terminal sialic acid is the major determinants of ligand binding, making several
hydrogen bonds with the protein. A key salt bridge is formed between the Arg124
guanidinium group and the terminal sialic acid carboxylate. The C-C’ loop, a region
implicated in ligand-binding specificity, undergoes a drastic conformational shift, allowing
3D Modeling of a Natural Killer Receptor,Siglec-7:
Critical Amino Acids for Glycan-Binding and Cell Death-Inducing Activity 109
it to interact with the underlying neutral glycan core. The ligand-induced conformational
change observed in the C-C‘ loop may be characterstic of Siglec-7.
Fig. 6. Crystal structures of Siglec domains reported to date. Mouse Siglec-1 (left, PDB code
1QFO), human Siglec-5 (center, PDB code 2ZG1) and human Siglec-7 (right, PDB code
1O7V) are shown with ribbon representation. Conserved arginine residue is highlighted in
dark blue.
Fig. 7. Dynamic conformational shift of the C-C’ loop of Siglec-7 at the binding pocket.
Crystal structures of unliganded (left) (Alphey, Attrill et al. 2003) and liganded (right)
(Attrill, Imamura et al. 2006). Siglec-7 V-set domains are shown in ribbon diagrams. In both
structures, a conserved Arg124 residue is highlighted in blue with stick representation. Six
amino acid residues, Asn70 to Lys75 in the C-C’ loop, are colored in red. Disialylated GT1b
glycan is shown with stick representation (right).
110 Modeling and Simulation in Engineering
2.2 The 3D mapping of critical amino acids for cell death-inducing activity
2.2.1 Cell death-inducing activity of Siglec-7
To analyze effects of Siglec-7 on a cellular function, Siglec-7 on U937-WT7 cells was ligated
with an F(ab’)2 fragment of anti-Siglec-7. The ligation of Siglec-7 with the specific antibody,
13-3-D, increased cell death at 30-50% (Fig. 8A). Control F(ab’)2 fragments of irrelevant
antibody showed a subtle effect on the cell death under our experimental conditions. Figure
6B shows a graph of percentage of Annexin V-positive cells in the Annexin V-positive
window in Figure 8A. The cell death of Siglec-7-expressing cells was time-dependent and
dose-dependent of incubation with the F(ab’)2 fragment. A pancaspase inhibitor, Z-VAD-
FMK, did not inhibited Siglec-7-dependent cell death, suggesting that caspases are not
involved in the cell death. In addition, we could not detect DNA ladder formation in the cell
death process (Mitsuki, Nara et al. 2010).
Fig. 9. Electron micrograph of U937-WT cells, which are treated with (Siglec-7) or (control)
an F(ab’)2 fragment of anti-Siglec-7. Siglec-7 ligation induces some chromatin condensation
and formation of vacuoles with “ribosome-like granules”(inset).
Fig. 10. Shuffling chimeras in C-set domains between Siglec-7 (gray bar) and –9 (white bar).
Replacement of C2-2 or C2-2b domain abolishes cell death-inducing activity.
112 Modeling and Simulation in Engineering
ITIMs. Since U937-WT9 did not show cell death, we prepared a series of domain shuffling
chimeras between Siglecs-7 and -9 to identify domain(s) responsible for the cell death.
Each domain of U937-7Δcytosol was replaced with the corresponding domain of Siglec-9.
Assays for death inducing activity of the chimeras revealed that replacement of the
membrane-proximal C2-set domain abolished cell death activity (U937-C2-2), indicating that
C2-2 domain is important for the cell death (Fig. 10B)(Mitsuki, Nara et al. 2010). To narrow
down the region responsible for cell death, we prepared additional chimeric mutants. The
C2-2 domain was tentatively divided into three portions; C2-2a, C2-2b, and C2-2c regions.
When C2-2b region was replaced with the corresponding region of Siglec-9, cell death was
completely abolished (U937-C2-2b) (Fig. 10B). Neither replacement of C2-2a nor C2-2c had
any effect. These results suggest that the C2-2b region contributes most to cell death.
Six amino acids differ between Siglec-7 and -9 in the C2-2b region, prompting us to prepare
single amino acid mutants using U937-7Δcytosol cDNA as a parental construct. Five of six
possible mutants were established as stable cell lines. Four of the five mutants (W288L,
T289S, S292G, and L304G) showed marked decreases in cell death activity (Fig. 11),
suggesting that the four amino acids are critical for inducing the cell death.
Fig. 11. Single amino acid mutants of Siglec-7 and their cell death-inducing activity. Four
mutants (W288L, T289S, S292G, and L304G) show marked decrease in the cell death
activity.
3D Modeling of a Natural Killer Receptor,Siglec-7:
Critical Amino Acids for Glycan-Binding and Cell Death-Inducing Activity 113
2.2.4 The 3D mapping of critical amino acids for cell death-inducing activity
Although structural information on the V-set domain is available for some of Siglecs, little
is known about the Siglec C2 domains. We therefore built models of C2-2 domains of
Siglec-7 and -9 (Fig. 12). A homology search based on Smith-Waterman algorithm was
performed using SSearch (Smith and Waterman 1981) to identify sequences that are
homologous with the human Siglec-7 C2-2 domain. The second immunoglobulin domain
of human paladin (PDB code 2dm3) was selected as a template among those with low E
values. The positions of the cysteine residues are conserved between Siglec-7/-9 C2-2
domains and second Ig domain of paladin. The qualities of the resultant protein structures
were checked using the Procheck program (Laskowski, MacArthur et al. 1993), which
gives Ramachandran plots and a quantitative distribution of the geometric parameters
within the allowed conformational space. Importantly, the model of Siglec-7 C2-2 domain
suggests that the four amino acid residues (L304, W288, T289 and S292) were proximal to
one another (Fig. 12). The close location of these four residues tempted us to speculate
that they would be involved in interactions with other adjacent molecules to transduce the
death signal.
Fig. 12. Computer-assisted homology modeling of the C2-2 domains of Siglec-7 and -9. The
models are shown by space filling (transparent) and ribbon representation. Homology
modeling was performed using MODELLER version 9.4 software (Sali and Blundell 1993;
Fiser, Do et al. 2000; Marti-Renom, Stuart et al. 2000). The four amino acids in Siglec-7 (L304,
W288, T289 and S292), which are responsible for the cell death activity, are shown in red
with stick representation. The corresponding residues in Siglec-9 (G303, L287, S288 and
G291) are also shown in red.
114 Modeling and Simulation in Engineering
3. Conclusion
We have demonstrated that Siglec-7 may mediate non-apoptotic cell death by signal
transduction after binding to tumor-associated glycans such as “melanoma antigen” (2-
8disialyl epitopes). In particular, we have identified amino acid residues responsible for the
activity. These residues are mapped on a 3D-structure of Siglec-7 and their functions are
discussed from a structural point of view.
Six amino acid residues (Asn70 to Lys75), responsible for the binding preference for 2-
8disialyl epitope, are located on the tip of the C-C’ loop and undergoes a drastic
conformational shift allowing it to interact with the underlying neutral glycan core. This
dynamic comformational change may determine the ligand-binding specificity of Siglec-7.
Thus our biochemical data in conjunction with the reported crystallographic data are of
great value in understanding the structure-function relationships of Siglecs and other
sialoside-binding proteins.
Four amino acid residues (L304, W288, T289 and S292) in the Siglec-7 C2-2 domain,
responsible for eliciting cell death, are proximal to one another. It is tempting to speculate
that these residues are crucial for interacting with other adjacent molecules to transduce the
death signal. These structural models would be useful for developing structure-guided
inhibitors or activators of Siglec-7 on NK cells.
4. Acknowledgements
The work was supported by the Core Research for Evolutional Science and Technology
(CREST program), funded by the Japan Science and Technology Agency. Yasuhiro
Hashimoto was the recipient of grants from the Ministry of Health, Labor and Welfare of
Japan [grant number H23-Nanchi-Ippan-018]; the Ministry of Education, Science, Sports and
Culture of Japan [grant number 23590367]; and the Naito Foundation. We thank Dr.
Kenneth Nollet for editorial advice and proofreading the manuscript, Masaki Kato for
helping the modeling of Siglec-7, and Yukari Saito for secretarial assistance.
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116 Modeling and Simulation in Engineering
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5
Applications of Computational
3D–Modeling in Organismal Biology
Christian Laforsch1,2, Hannes Imhof1,2, Robert Sigl1,2,
Marcus Settles3, Martin Heß2,4 and Andreas Wanninger5
1Department of Biology II, Ludwig-Maximilians-University Munich,
2GeoBioCenter, Ludwig-Maximilians-University Munich,
3Institute of Radiology, Technical University of Munich,
4Department of Biology I, Ludwig-Maximilians-University Munich,
5Dept. of Integrative Zoology, Faculty of Life Sciences, University of Vienna,
1,2,3,4Germany
5Austria
1. Introduction
Understanding the interrelations between form, function and evolution has traditionally
been a major goal in organismal biology. In former times only line drawings or
illustrations have been used to display the fascinating variety of body shape and the
underlying functional morphology of living animals. A textbook example for scientific
illustrations is still the artwork “Kunstformen der Natur”, published by Ernst Haeckel
between 1899 and 1904. However, the nature of most of his drawings is art rather than an
accurate scientific description of the displayed creatures. When Francesco Stelluti showed
details of honey bees in 1625 by using the first simple optical microscope it became
obvious that technical improvement leads to substantial progress in elucidating the
secrets of nature (Bardell, 1983). Along with the development of photographic and
microscopic techniques the quality of biological drawings and illustrations increased, but
still only two-dimensional images of dissected or sectioned species were available in order
to illustrate the structural nature of organisms. However, to analyse the spatial
arrangement of both macroscopic and microscopic three-dimensional biological structures
the study of two-dimensional data sets alone is often not sufficient. Given that three-
dimensional visualizations facilitate the understanding of the spatial assembly of the
object of interest (OOI) and in addition often provide novel information, manual graphical
reconstructions were generated prior to the era of computational 3D-imaging (Verraes,
1974). Although scientists gained a deeper understanding about complex morphologies
and even the ontogeny of organisms by the application of this labour-intensive approach,
it is still limited by the plane of the histological sections. The rapidly advancing field of
digital imaging techniques combined with an increase in computational capacity enabled
the implementation of computerized 3D-reconstructions, which in turn has opened new
avenues in biological sciences (Fig. 1). The entire process of 3D-reconstruction starts from
data acquisition by the use of a variety of digital imaging techniques. The obtained image
118 Modeling and Simulation in Engineering
stacks made up of digital pixels are subsequently processed by the appropriate software
to model the OOI with high geometric accuracy, resulting in an interactive virtual clone of
the selected biological structure. The anatomy of the OOI can be explored by choosing any
virtual cutting plane through the raw data stack. Finally, the derived 3D-model can be
viewed from different angles and translucent depictions even allow displaying the spatial
arrangement of several structures simultaneously. The computerized 3D-models of
organs, tissues and cells could then give further insights into the relationship between
macroscopic structures such as bones, the connection between microscopic structures such
as neuronal networks and the distribution of single components in a tissue such as the
distribution of a neurotransmitter in the brain or even the expression pattern of a single
gene. In addition, it facilitates precise volume and surface area measurements (Salisbury,
1994).
Step 1. Procurement of living biological material (from natural habitat or from culture).
Step 2. If necessary dissecting of the organ/tissue to be investigated (after relaxation and
euthanization in case of animals).
Step 3. Chemical fixation (e.g., formalin, glutaraldehyde, osmiumtetroxide); pH and
osmolarity have to be adjusted to minimize shrinkage/swellings. Decalcification
if needed (calcified bones or shells may damage the knifes).
Step 4. Embedding (inclusion or infiltration; e.g., agarose, kryo kits, historesin, epoxy
resin).
Step 5. Trimming of the cutting surface, considering the orientation of the structure.
Step 6. Cutting with microtome (using e.g., steel/glass/diamond knifes) or by ion beam
milling. Mounting slices on glass slides or TEM grids.
Step 7. Staining or “contrasting” slices (e.g., histochemical dyes, immunostaining, heavy
metals – in certain cases this step is performed prior to embedding).
Step 8. Digital imaging of slices or of block surfaces (both light or electron microscopy);
saving of raw data and generation parameters.
Step 9. Digital preprocessing of the raw data (e.g., autoscaling, unsharp masking,
deconvolution).
Step 10. Alignment of image stacks (rigid or elastic registration) and defining voxel size.
Step 11. Segmentation of substructures (manually or semi-automatically, e.g., via
thresholding).
Step 12. Rendering (volume rendering or surface rendering after triangulation).
Step 13. Morphometry if required (e.g., volumetry, measuring distances/angles, detecting
and counting repetitive structural units).
Step 14. Presentation/publication of selected views or interactively manipulable 3D-
models (see e.g., Ruthensteiner & Heß, 2008).
Whereas steps 1-3 are common in invasive visualization techniques, the consecutive steps
4-8 are exclusively applied in histological and ultrastructural analyses based on physical
sectioning. The subsequent process from digital processing of the raw data (step 9) to the
presentation of a 3D-model (step 14) is identical, regardless which method of data
120 Modeling and Simulation in Engineering
acquisition was applied. Among these steps alignment (step 10) and segmentation (step 11)
are crucial to obtain precise volume data from the OOI.
Alignment
For any 3D-reconstruction – in particular when using physical sectioning – image alignment
(= image registration) plays a decisive role. To obtain an accurate positioning of all point
measurements in the 3D-coordiante system, it is important to match neighbouring 2D image
planes as precisely as possible. Simplified, 3 cases can be distinguished: (1) Neighbouring
planes are correctly aligned a priori, because raw data are not acquired in layers (e.g., cone
beam micro-CT, MRI with layer selection gradients) or because the acquisition of 2D images
is effected without drift from the coherent VOI (e.g., laser scanning microscopy, FIB-FESEM:
see section 2.1.2). (2) In most cases section series are imaged, whereby the slice orientation
with respect to the cutting surface is inevitably lost. Here, subsequent images have to be
aligned by transformation and rotation (rigid registration). Either this is performed
manually by superposition of landmarks in two transparent images (one positive, one
negative) until the overlay appears as “flat” as possible, or automatically via iterative shift
and cross correlation of two images with an appropriate stop criterion. In this context the
correction of some cutting artefacts is possible: by co-embedding tiny polystyrene spheres
(e.g., 2 - 20 µm) a compression of slices in cutting direction can be quantified and corrected
by unidirectional image stretching, coevally the precise slice thickness can be determined.
(3) If image distortion is inevitable during raw data acquisition elastic registration has to be
used. Imaging ultrathin section series by transmission electron microscopy (TEM) may
suffer from image distortions generated by electromagnetic lenses, slice compression from
cutting and slice deformation in the electron beam. Some partial alignment success can be
achieved by computationally intensive image deformation algorithms, such as StackReg in
Fiji software (see Thevenaz et al., 1998).
Segmentation
The generation of 3D-views via volume- or surface-rendering requires the identification of
structures in the raw data and labelling of the related voxels. This procedure, called
“segmentation“, can be performed fast and easy in certain cases, either by using the raw
data or inverted raw data for volume rendering directly, or by defining thresholds on one or
both sides of the relevant intensity range (after contrast enhancement if necessary). The
latter enables to extract the structure of interest by a single mouse click (e.g., dark stained
object against a bright background in histology, brightly coded bone material against darker
soft tissue in CT, fluorescence signal in CLSM). Thresholding, as a rule, produces some
artificial border roughness that can be corrected manually or by digital smoothing. Mostly,
however, segmentation is a time consuming procedure in which the scientist has to
manually label the structures of interest in every single image plane (XY, XZ or/and YZ)
using software tools such as a “pencil” or a “polygon lasso”. The difficulty in the
segmentation of biological structures (e.g., the course of the intestine between adjacent
organs or the arborization of a single neuron in the “cable mess” of a brain) lies in the
recognition of structure profiles by relative location and inner structure even if contrast is
low and in the discrimination from neighbouring structures with similar grey values or
without sharp contours. Although some efforts have been made to automatically track
structures with adaptive (e.g., Kalman or graph cuts) algorithms having some short-range
success (e.g., Jurrus et al., 2006; Yang & Choe, 2009), the human eye and brain seems to be
Applications of Computational 3D–Modeling in Organismal Biology 121
Fig. 2. From organisms to 3D-surface models (based on mechanical slices and light
microscopy) A Sepia hatchling, chemically fixed. B Sepia hatchling contrasted with OsO4 and
embedded in epoxy resin. C Cutting the resin block in slice-ribbons with a diamond knife
(1 µm thick). D Slice-ribbons stained with toluidine blue on a glass slide ready for light
microscopy. E Stack of several hundred aligned digital images (= 3D-volume data) with
orthogonal virtual reslicing planes. F Selected plane after manual segmentation of different
tissue domains. G Surface rendering of the segmented domains emerging from the
3D-volume data. H 3D-surface model of the Sepia head in sub-µm resolution, allowing the
interactive exploration of shape and constellation of all components, and morphometric
analysis (B-D by H. Gensler; F-H by E. Scharpf).
122 Modeling and Simulation in Engineering
indispensable for this task. To speed up the procedure and to bypass “bad” slices it is
possible to interpolate the labels between two more or less distant planes.
the only practicable way) to image block faces instead of slices. Histological 10 µm slices of
paraffin embedded specimens with a cutting area of several cm2, e.g., are unstable and not
manageable at all. A workaround is discarding the slice and carefully staining the block
surface, before taking a macro image and scaling off the next slice. For 3D-electron
microscopy, on the other hand, with cutting areas of several µm2 only, there is an alternative
to TEM-imaging of ultrathin section series (problems see paragraph alignment, point 3),
namely the “serial block face scanning electron microscopy” (SBF-SEM). Here, the specimen
has to be contrasted with heavy metals (Os, U) before embedding in epoxy resin, thoroughly
polymerized and carefully trimmed in mesa-shape with perfect object orientation. Then, the
sample is cut within the vacuum chamber of a scanning electron microscope with field
emission gun (FESEM) and backscattering electron (BE) detector. Two versions of SBF-SEM
are currently available (with very few machines up to now): (1) the Gatan 3view, in which
the sample is cut mechanically with a diamond knife in 25 - 50 nm layers and subsequently
imaged with the electron beam using the BE detector. An advantage of this system is the
large scanning area that can be achieved by stitching of adjacent fields-of-view without
tradeoffs in resolution (max. ca. 20 nm/px). (2) crossbeam workstations (e.g., Zeiss Auriga)
rest upon a focused (gallium) ion beam for milling off layers of down to less than 10 nm (!)
and again BE detection with a scanning electron microscope (FIB-FESEM; see Fig. 3). With a
FIB-FESEM an isotropic resolution of 10 nm voxels can be achieved, at the cost of a
comparatively small field-of-view (e.g., 35 x 25 µm). SBF-SEM-based data allow for the
precise 3D-reconstruction of neuronal networks with all synapses and connectivity rules in
the VOI for the first time. Acquisition time (e.g., 75 hrs for 15 µm feed at 3 min/frame) and
costs for gallium-emitter consumption are high. As a rule the data will exceed several GB,
necessitating powerful imaging computers and graphic cards with sufficient RAM.
As mentioned above, the main drawbacks of physical slicing-based 3D-renderings are the
time and effort needed for preparation, imaging, image post-processing and segmentation,
as well as the complete destruction of the specimen. Ambitious efforts are undertaken to
speed up the procedure, at least in parts. Automatic batch imaging of slice ribbons on
several glass slides in combination with extended focal imaging is already available (e.g.,
Olympus dotSlide). Customized semi-automatic post-processing and 3D-segmentation tools
(e.g., Jurrus et al., 2006; Yang & Choe, 2009) may facilitate the work flow in several fields of
organismal biology. Additionally, in high-content applications such as 3D-EM analysis of
neuronal networks, the KNOSSOS /RESCOPE methodology, in which many persons work
together to segment structures in a single 3D-stack, is a promising approach for the future
(Helmstaedter et al., 2011).
These stacks of individual, in-focus images may in a subsequent step be fused into
projection images, thus rendering detailed, high resolution representations of the OOI
throughout the depth of the sample. In addition, these stacks may be further processed by
various imaging software packages to produce three-dimensional, volume and/or
isosurface rendered reconstructions, as well as animations, that allow for viewing the given
structures from various angles, thus facilitating detailed morphological analyses. This way,
complex micro-anatomical structures, such as muscular or neural networks of microscopic
animals, may be reconstructed within a few hours, a task that would take weeks or months
to complete (if at all possible), if conventional sectioning techniques were to be applied (see
Wanninger, 2007).
The breathtaking technological advances in laser technology, scan speed, temporal and
spatial resolution of signal detection, in silico storage means, as well as software tools have
undoubtedly fuelled the rapid establishment of confocal microscopy in the biological
sciences since its commercial appearance some 30 years ago. As with numerous other
biological research methodologies, the rapid establishment of CLSM as a routine research
device after its demonstrated user friendliness in the mid-eighties was intimately linked to
its usefulness in cell biological research (see also Amos & White, 2003; Pawley, 2006). The
current state-of-the-art allows for high resolution depiction of cellular and subcellular
structures unprecedented by light and fluorescence microscopical techniques before. As
such, labelling of distinct proteins, cytoskeletal elements, chromosomes, and even single
genes within an individual chromosome have rendered confocal applications highly
interesting for basic research focusing on cellular ultrastructure, protein distribution, and
the like.
thus allowing for significantly higher fluorescence signal than gained by single-photon
excitation (Ustione & Piston, 2011). However, in order to generate multi-photon excitation,
cost intensive pulsed laser beams need to be applied in order to reach the required photon
density. In addition, resolution yielded with this technology is considerably lower than the
one obtainable by single-photon confocal microscopy, thus hampering analyses that call for
particularly high resolution images. Moreover, due to the higher laser power needed to
penetrate the tissue, samples are prone to faster bleaching than in single-photon microscopy
applications.
Despite these obvious advantages, confocal laserscanning microscopy, as any other research
tool, is limited by several parameters.
First, and most obvious, albeit a sophisticated device based on laser technology, its basic
function still rests on the principles – and limitations - of conventional light microscopy
(although these may partly be overcome by specialized application tools such as FRET, see
above). Accordingly, if structures other than the very surface of a sample are to be scanned,
the laser beam (excitation) as well as the resulting signal (emission) needs to penetrate the
sample in order to yield a detectable signal. As a result, electron dense matter may
significantly reduce scanning depth, which in many confocal applications generally is
limited to the first upper 100 µm of a sample. As mentioned above, this may be increased by
multiphoton setups, which penetrate deeper but come at a cost of lower resolution.
Second, and again in contrast to histological analyses, confocal data are typically generated
for specifically stained structures (unless autofluorescence is recorded). Hence, and
although multicolor staining procedures are often applied, one will never be able to reveal
the structural organization of a sample in its entity. Thus, the relative placement or
interaction of several, say, organ systems in an animal, are usually not inferable by confocal
analysis alone. The otherwise desired high specificity of many agents, such as nucleic acid
stains, phalloidin to label F-actin, antibodies against specific neurotransmitters or
cytoskeletal components and the like may thus call for additional histology- or tomography-
based investigations, especially if functional analyses are sought after.
Third, despite the high specificity of numerous markers, whole-mount preparations in
particular are prone to high unspecific signal due to autofluorescence of various molecules
at given excitation wavelengths. Chemically, this can be reduced by applying clearing media
such as a mixture of benzyl benzoate and benzyl alcohol, which, however, might interfere
with some stains (e.g., phalloidin). In confocal analyses, low signal-to-noise ratio might be
enhanced by optimizing the excitation wavelengths for the respective fluorochromes by
using a white laser which allows for selection of excitation wavelengths that perfectly match
a given fluorophore. In addition to more efficient exploitation of the fluorophore, cross-
excitation in multicolor experiments is reduced and, due to the lower excitation power
needed, the viability of cells in in vivo investigations may be significantly increased. This is
also true for certain novel, highly sensitive, low-noise detection systems based on single
photon counting rather than secondary electron amplification by a photomultiplier tube
(PMT) used in more standard confocal setups.
Overall, the strength of confocal applications in biological studies based on fixed samples
lies in its high-throughput, high-resolution recording of selected, complex, yet minute
microscopical structures. The resulting digital image stacks may subsequently be used for
further 3D-processing employing, e.g., volume and surface rendering algorithms. In
addition, quantitative studies including volumetrics and measurements of cellular contents
can be obtained. In live (cell) imaging experiments, confocal microscopy allows for
depictions of cellular processes, including molecular activity. The expected further
technological improvement in the sensitivity of detection systems, scan speed and
computational power should lead to even higher resolved recordings. It is expected that
these further developments will in particular benefit experiments employing live confocal
laserscanning imaging, thus moving towards highly resolved real-time recordings of
biological processes in spatial resolution (e.g., depiction of organelles, bacteria, cells, organ
systems or entire microscopic organisms moving and/or changing over time) – and
therefore towards true, live, four-dimensional organismal microscopy.
Applications of Computational 3D–Modeling in Organismal Biology 129
Fig. 5. Coral growth forms imaged with X-ray computed tomography and 3D-recon-
struction. Photographies of different coral skeletons (left column) and associated 3D-models
based on X-ray computed tomography (right column). A & B Branching staghorn coral
(Acropora sp.). C & D Encrusting coral (Montipora foliosa). E & F Massive-growing coral with
large polyps (Galaxea fascicularis).
132 Modeling and Simulation in Engineering
Coral reefs are among the most diverse and productive ecosystems on Earth. Corals occur in
a variety of growth forms, and there is strong variation in coral shape even within a single
species. Quantifying this variation is relevant for a wide range of ecological studies.
Moreover, the question of how to determine the surface area in this phenotypically plastic
organism has been of considerable interest in several studies in coral reef science. For
instance, the surface area of corals serves as an important reference parameter for the
standardization of metabolic processes such as photosynthesis or respiration. Hence, a
variety of methodologies have been introduced and applied to determine the morphology,
volume and surface area of corals, however, all of them being destructive.
Given the fact that the attenuation of the X-ray beam in calcium carbonate differs extremely
from the surrounding medium (e.g., seawater), the shape of the coral skeleton can be easily
extracted during image processing with the suitable software (see section 2, paragraph
segmentation) to generate a virtual clone of the respective coral colony (Kaandorp et al.,
2005). Since the calcified skeleton resembles the surface area of the very thin tissue layer of
the coral, Laforsch et al. (2008) applied conventional medical CT in living coral colonies,
thus enabling highly accurate surface area measurements from the isosurface of the volume
data in a non-destructive way (Fig. 5).
A limitation of CT application arises from the fact that it is hardly applicable in the field,
although portable CT scanners are already available. Another limitation of CT is the
restriction to measurements of the skeleton topography only, while for example coral tissue
components remain undetected. To achieve a higher spatial resolution, which in turn
enables imaging of delicate details, greater X-ray fluxes are required, hence, evoking an
inherent trade-off between image quality and tissue damage (Boistel et al., 2011).
However, sophisticated state of the art technologies in CT in combination with classical
methods will enable scientists to improve their knowledge on ecosystem function.
Moreover, the breathtaking advancement in CT technology sets the stage for unimagined
new possibilities in life science research. Newly developed synchrotron scanners offer a
significantly higher resolution, a better signal-to-noise-ratio, and the potential for
quantitative reconstructions (Betz et al. 2007) with a resolution down to about 60 - 90 nm
(Baruchel et al. 2008).
SNR VT
Thus, if one needs high spatial resolution (small V) and sufficient SNR for 3D-reconstruction
of adjacent objects (large CNR) one has to choose a long scan time T. Or, to put it in more
physical terms, as the MR signal intensity of a voxel is directly proportional to the number
of contributing spins and thus proportional to the volume of the voxel, the weaker signal
from a smaller voxel has to be compensated by averaging it over a longer period of time to
reduce the root-mean-square deviation of the statistical fluctuations of the signal (for further
readings see Vlaardingerbroek & Den Boer, 2003).
resolution is also what limits the application of conventional MRI to certain biological issues.
However, after Aguayo et al. (1986) had published the first MRI image of a toad egg, MRI-
based methods became a promising achievement in organismal biology. For microscopic
objects, where high resolutions are indispensible, micro-MRI is used, for bigger organisms and
where resolutions of less than 100 μm are not required, conventional clinical MRI is applicable.
Hence, 3D-models of virtual MRI sections are nowadays important tools in biological
disciplines ranging from developmental biology to evolution and ecology, but also
increasingly in genetics, physiology and neurobiology. They frequently are applied when it is
about to gain a deeper look into preserved or living organisms without being invasive or
destructive. A frequent application of MRI is centred in taxonomy. For instance, Ziegler et al.
(2008) used micro-MRI-based 3D-models for the systematic comparison of sea urchins. The
authors focused on selected soft tissue characteristics to analyse phylogenetic relationships,
which would have not been detected by the use of traditional techniques (see section 2).
In line with this, it used to be a frontier for developmental biologists to follow the
development of internal soft structures in one and the same individual over time.
Traditionally, invasive histological sections that provide high spatial resolution were applied,
but with the limitation that tissue preparation may cause artefacts that hamper the
interpretation of the data. Furthermore, series of animals preserved in different developmental
stages could only provide snapshots of the entire ontogeny. In recent years, researchers have
overcome this restriction by the application of MRI-based methods. For instance, Bain et al.
(2007) accomplished, by the use of MRI, to display the entire development of a chicken embryo
in ovo for the first time. In addition, MRI and micro-MRI-based studies followed by 3D-
modeling offer the unique possibility to depict intricate morphologies in anatomical atlases
within decent time (e.g., Ruffins et al., 2007). Such 3D-atlases not only foster studies on pure
anatomical issues, they may provide also an outstanding tool to display molecular pathways
and gene expression patterns (Louie et al., 2000).
The rapid advancement of MRI technologies and applications even fuels studies on
interrelationships between organisms. Quantitative data derived from 3D-models such as
volume and surface areas are often needed in ecological studies and non-destructive MRI-
based techniques offer plenty of possibilities to achieve these data in vivo. To illustrate the
use of MRI derived 3D-models in ecology, an example from the marine system will be
presented in the following:
The crown-of-thorns starfish Acanthaster planci is one of the most studied organisms in coral
reef ecology (Moran, 1986). Due to population explosions they cause fatal damage to coral
reefs in the Indo-Pacific region and the Red Sea. The reasons for the emergence of these
population explosions are still subject to speculations; therefore, fundamental research on
this animal has been a major topic in reef research for many decades. As population
explosions, so called outbreaks, are by nature closely related to spawning events, it is
indispensible to assess the spawning season of A. planci. Therefore, the reproductive status
of its gonads has to be quantified, which is done by calculating so-called gonad indices. In
this process the size, weight or volume of the organ is determined and set into relation to the
respective parameter of the starfish. The bigger the index is, the closer the starfish is to its
spawning season. Classical methods to estimate the size of these organs are lethal to the
starfish, since A. planci has to be dissected for weighting their mass. A novel method has
recently been established by Sigl & Imhof (unpublished data) to accurately calculate the
volume of the inner organs of A. planci in vivo. The MRI-based method enables to determine
Applications of Computational 3D–Modeling in Organismal Biology 135
3D-model of these organs (Fig. 6). With the aid of these 3D-models and the known size of
each voxel it is possible to accurately calculate the volume of these organs, and therefore
also to detect size changes, which are a reliable indicator to assess the spawning season.
Fig. 7. Comparison of CT & MRI gained data illustrating functional limits of both techniques.
A Image stack obtained from CT scan (3D volume data) with virtual planes (only a few planes
are pictured) of a living A. planci individual crawling on a piece of coral. B 3D-rendered model
of these CT data imaging all calcareous structures (red: starfish; golden: coral). C Image stack
obtained from MRI scan (3D volume data) with virtual planes (only a few planes are pictured)
of a living A. planci (anesthetized). D 3D-rendered model of these MRI data imaging outer
morphology (transparent) and an internal organ (pyloric caeca, blue).
Applications of Computational 3D–Modeling in Organismal Biology 137
In marked contrast to CT, MRI is based on the detection of proton densities and is therefore
advantageous when examining soft tissues. Hence, MRI is supposed to be “a real non-
invasive” method, although effects of strong magnetic fields on organisms are by now not
fully understood. Further, it offers the possibility for diffusion studies of fluids and the
quantification of fluid flows (Walter et al., 2010). In addition, calcified structures can be
depicted, but are likely to produce artefacts (Vlaardingerbroek & Den Boer, 2003). These can
be suppressed by using certain scanning sequences, however resulting in lower signal-to-
noise ratios or longer scanning times. Both methods have their strengths and weaknesses,
thus, being mindful of the experimental design and the scientific question, the adequate
technique can be selected.
Given that CT and MRI are complementary to each other in a way that CT can produce a
distinct contour of mineralized structures such as bones, and MRI can show the adjacent soft
tissue (Fig. 7), the development of fusion technologies to depict both data sets in a single 3D-
reconstruction are well underway (e.g., Wong and Bishop, 2008). Recent technological
progress has led to the development of combined Positron Emission Tomography (PET) and
CT or MRI scanners in a single device, providing simultaneous information on metabolic
pathways respectively anatomical characteristics in high spatial resolution. Hence, further
technical advancement in this field will significantly improve non-destructive 3D live
imaging in organismal biology.
5. Conclusion
Although digital imaging and computerized 3D-modeling is a rapidly advancing and
promising technique in organismal biology, the interpretation of the visualized data should
be handled with care, since the resolution of each acquisition technique differs and therefore
relevant details of some biological structures will not be displayed in its entity or may even
be entirely lacking. In addition, it has to be considered that there are many pitfalls while
converting or even viewing the gathered data, as for example the absolute intensity
information is lost in most image viewers, since they rescale the image to cover the maximal
dynamic range (Walter et al., 2010).
Nevertheless, if the researcher is aware of those drawbacks, 3D-modeling opens new
avenues for a variety of research areas in biology such as functional morphology or
evolutionary developmental biology. It may even foster environmental sciences as it
allows for accurate biomass calculations or the establishment of taxonomic 3D-libraries in
biodiversity research. The latter will enable a high throughout identification, since the
3D-nature of organisms is crucial for a reliable morphological identification (Boistel et al.,
2011).
In addition to the described digital imaging techniques there are numerous other 3D-based
methods that become increasingly important in biological research. For example, using
3D-ultrasound microscopy at 1,2 Ghz, Laforsch et al. (2004) showed that small planktonic
organisms strengthen their armour in the presence of an invertebrate predator and thereby
uncovered a hidden inducible morphological defence. This study distinctly shows that
imaging techniques are not only crucial to display morphologies in detail but also give
striking insights into the ecology and evolution of these organisms.
Hence, the application of further improving techniques such as Atomic Force Microscopy
(AFM), Optical Coherence Tomography (OCT) or superresolution light microscopy (e.g.,
3D-SIM) are promising tools in organismal biology. With the development of even better
138 Modeling and Simulation in Engineering
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6
1. Introduction
In this chapter we will review some tools and open source Game Engines used for modeling
of real scenarios in serious games for training. One of the typical uses of serious games (3D
serious games) is specialized training in dangerous tasks or when the training is quite
expensive. However, typical games use artificial scenarios, created by artists and created
according to the restrictions imposed by the Game engine used.
In our experience, some tasks require the use of a real scenario like a city, forest area, etc,
and most of this information is available as Digital Terrain Models in Geographic
Information Systems (GIS). The problem here is that GIS formats are not compatible with 3D
formats used in Game engines. Then we have to solve the problem of convert the GIS format
to a 3D format supported by the Game Engine.
On the other side of the story, there are different Game Engines in the market and different
3D formats both in the commercial world and in the Open Source world. For working with
Open source tools, we have to consider tools like Blender and Game Engines like OGRE or
JMonkey. Using these tools, we can model real scenarios based on GIS information, but
being aware of some important considerations that will be exposed in the following pages.
During the writing of this chapter, many of the commercial game engines available have
released some free versions, in some cases releasing source code for some applications. This
is a very important event, because the users can develop serious games and training games
using powerful tools according to specific needs. This chapter focuses in free game engines,
which may be closed or open source (the code is provided with the software for
modification or extension).
In the next pages we will describe some aspects of Serious Games and its importance in this
modern time, and then we explain the basics of Open Source Game Engines and the recently
released free Game Engines, its characteristics and some basic information about them. After
that, we will explain some considerations about the conversion of Digital Terrain Maps in
GIS format to 3D models useful for Game Engines. Finally, some conclusions and remarks.
The game as such doesn’t aim anything but “the pleasure of being played” (Huizinga, 1938)
any other collateral effect is beyond its goal.
The “serious game” makes reference to any game with a different goal than playing fun.
Therefore, when a playful experience is used to teach or train, it can be considered a serious
game. This particular kind of games take the consequences in great account, they are
training process, development guides (Bruner, 1989).
The concept has received greater attention thanks to the growing interest of education
centers for the use of computer games to teach. Nowadays is a common trend for companies
to train their employees with help of scenarios simulated with computer games. Teaching
institutions are using virtual environments to better impart concepts and procedures.
This is an area where 3D game engines offer a number of tools to achieve greater impact in a
multimedia serious game. They support detailed visual representations and real-time
interaction with some parts of the game.
They add a multisensory perception of objects that are difficult to access in the real life, and
they can shed some light on complex concepts represented as familiar objects at game level.
3. Game engines
Game engines are toolkits aimed to ease the development of videogames, acting as a super-
structure of several development efforts. They are also normally packed with a set of tools to
be used in the design and coding stages.
A regular game engine provides: scripting, imagery rendering, artificial intelligence,
physics, animation, cinematic, network access and resource management.
Scripting: Let developers to write little pieces of code to control certain parts of the game.
Imagery rendering: It’s the core of visual part of the game. Handles lights, shadows, ray
tracing, and rendering of 3D objects.
Artificial Intelligence: Brings the world and characters of the game to life, through a set
of routines that makes possible the interaction with the game environment.
Animation: Adds behavior to objects, through transformations, skeletons, deformations
and dynamics.
Physics: Provides realistic interaction between objects and with their environment.
Plus, character moment, fluid simulation, and “soft bodies”.
Cinematic: Adds the possibility to include video within the game to capture the
attention of the player.
Network access: Provides support to deploy the game in a network environment, be
client-server or peer-to-peer.
Resource management: A fundamental issue for the game engines is the efficient use of
the computer resources (CPU, graphics card, memory, storage, hardware) and the load
of game related resources (animations, shaders, 3d objects, sound, etc.)
Game engines can be classified according to several criteria, being one of them the type of
licensing: commercial and freeware.
Other interesting Game Engine that we will revise in deep is JMonkey. This is a Java based
Game Engine with similar characteristics as Ogre, but more friendly with some new
engineers’ generation, familiarized with Java and with the advantages that Java offers.
Currently, serious games are being developed with aid of modeling and simulation tools, in
hope of touching the players in a deeper way. This enlarged impact may largely contribute
to the goals of the game, while keeping a pleasant visual environment and realistic
interaction.
4.1 Jmonkey
JMonkeyEngine – jME (current version 3 alpha 4). It’s a free and opensource engine
distributed in the terms of BSD licence. It can be used to create games that run in any
platform with a Java Virtual Machine (Windows, MAC OS y/o Linux.). It uses a few native
libraries to improve performance through the Java Native Interface (JNA).
Games are coded in the Java programming language using the Java Standard Edition (J2SE)
libraries.
jME is built with a modular architecture on top of OpenGL (Open Graphics Library), version
2, although the development roadmap points for a change to version 3 in the forth version of
the engine. The combination of these two technologies offers a huge potential in terms of
independence and functionality.
jME provides full scale physics support using jBullet. A shaders pack fully integrated with
the engine, along with several other features, offering stunning graphical possibilities.
It also features an integrated system for the creation of Graphic user interfaces (GUI’s) using
XML (eXtensible Markup Language) through the Nifty GUI, and an advanced resource
manager which comes handy to organize materials, textures, models, GUI’s, and sound
used in the game.
Finally, jME comes bundled with an Integrated Development environment (IDE) based on
the Netbeans platform, for easier asset handling, terrain creation, 3D models manipulation,
shaders creation, and game coding in Java.
Interfaces maybe created in an object oriented manner with the engine’s API. Games are
coded in C++, but ports had been made for other programming languages such as java
(ogre4j), .Net (MOGRE), GM (GMOgre3D) y Phyton (Phyton-Ogre).
Ogre 3D is freeware and open source, it’s licensed under the terms of MIT license, and has
an active community around its use and development, the result is a continuous
improvement. It has a large user-base that creates games for Linux, Mac OS and Windows.
Finally, the engine offers many plugins, provided by the open source community, for quick
development of applications. Some of them:
Ogremax (visualization y exporting), MyGui (GUI creation), CrazyEddie’s GUI system (GUI
widgets creation), OgreSpeedTree (creation of trees and nature elements), NeoaxisEngine
(multipurpose 3D engine), ParticleUniverse (a full-flagged system for particle based effects).
4.3 Unity
Web page: http://unity3d.com/
Platforms: Web, iOS, Android, Windows, MAC, Wii, Xbox360 y PlaySatation3
Licensing: Propietary
Free:Yes, the plug-in for end user. Paid for developers
Open source: No
Programming language: C#, javascript, Boo
Additional tools: IDE
Alternative programming languages (ports):
Unity (versión 3), advanced game engine with focus in games with complex graphical
content. It offers a high quality editor for design and coding of the game. It support
development of games in several platforms: Web (plugin), iOS, Android, Windows, MAC,
Wii, Xbox360 y PlaySatation3.
Unity uses a pipeline based deferred rendering method for improved performance. It comes
packed with over 100 shaders, ranging from the classics (diffuse, glossy, etc) to the top-
notch kind (SelfilluminatedBumpedSpecular)
The engine features a brand-new technology called surfaceshader, that permits the creation of
new shaders from the scratch, to be used in different applications and renders. This allows
the user, by example, to generate an illumination pattern for his game, and being able to
reuse it in another.
To minimize computer time for the readers, Unity uses batch processing. The render
combines different geometries into parallelizable units; this reduces the load on the graphic
drivers and increases flexibility. It is also optimized to work with OpenGL, allowing the
user to use shaders on mobile devices.
Besides, the engine features OcclusionCulling, a technology developed by Unity in
conjunction with Umbra to function on the Web, mobile devices and game consoles. It
reduces the load reducing rendering objects, generated new ones on demand.
Deferred rendering has been added in version 3, it allows the handling of multiple
illumination patterns in an efficient way, without the inconvenient of overload.
Real time shadowing is an extremely demanding task for CPU’s and graphic cards. The
engine uses state of the art techniques to balance the load in a manner it can be processed
gracefully by not so last generation equipment.
Unity has a number of tools for modeling and terrain generation within the editor. It can
completely generate a terrain from scratch including elements such as trees, bushes, rocks
and many types of grass, which give games a much realistic feel.
Open Source 3D Game Engines for Serious Games Modeling 147
In the physics department, the engine is based on Nvidia’s PhysX, a specialized physics
engine that let game creators to focus in design and interaction. It packs default physics for
characters and vehicles.
This platform provides last generation tools, which make use of technologies such as
FMOD, used to create audio in an interactive way. Application audio can be visualized in
real time, filters are provided to improve quality of the final result.
Unity supports 3 scripting languages: Javascript, C#, and a Python dialect called Boo. The
three of them can coexist with each other, and make use of .Net libraries for database access,
regular expressions, XML, and such. As a high level language, Boo provides syntax for fast
prototyping and development of actions an behaviors of objects within the application.
Unlike other engines, Unity offers effortless web deployment, thorough real time network
processing, synchronization and remote procedure calls. Multi-player mode is an issue
already solved by the engine, which provides a plug-in (add-on) to export the application to
any modern web browser, offering unprecedented distribution and interoperability.
4.5 Cryengine 3
Web page: http://crytek.com
Platforms: Windows, Xbox 360, PlayStation 3
Licensing: Free for non commercial use.
Free: YES
148 Modeling and Simulation in Engineering
Open source: NO
Programming language: YES
Additional tools: YES
Alternative programming languages (ports): YES
The CryEngine is property of Crytek Inc, and is one of the most complete and awarded
engines available, providing top-notch functionality for the games developed with this
technology. It’s considered a next generation solution for game development, able to use
scalable computing technology. Is expected for version 3 to be free for outside development,
but the licensing and business model has not been disclosure yet.
CryEngine technology is build on top of a “sandbox” that permits real time adjustment of
parameters and error correction, and optimization as well. The sandbox allows creation and
control of the application in real time across multiple platforms in a principle called
WYSIWYP (what-you-see is what-you-play). Applications can be deployed directly to the
Xbox360 and PlayStation 3 consoles, and to the Windows powered PC’s.
CryEngine has a very intuitive interface, which allows closely observing and controlling the
event flow in a visual manner, largely avoiding the need for ground zero coding of the
application. Generation of terrain and vegetation is carried on by a set of tools that focus in
realism and quality.
A real time particle system permits the creation of complex explosions in a few steps,
alongside the FX editor, it allows for quick creation of high quality and graphically
demanding content. Terrains and rivers can be created with dedicated tools within the
engine, and they can be smoothed to any degree, depending on the desired realism level.
The engine offers support for modern multicore computer architectures, largely improving
performance through the balanced distribution of the graphics, physics, artificial
intelligence, and network tasks across process an threads as well.
Shaders used by CryEngine have been optimized in low level languages, and are compiled
and assembled for every specific platform supported. Among the additional tools offered by
the engine, we can found EyeAdaptation, that provides a much more realistic feel by the
lighting of the scene according to the human eye movement; and High DynamicRange
(HDR) Lighting, which permits realistic rendering of high contrast scenes.
Stands out in the CryEngine the generation of very dynamic renders of game characters, the
animation is based on a simple skeleton scheme, which permits the creation of very realistic
individual moves.
Artificial Intelligence used by the engine response adapting to the given scenario. Dynamic
programming is held inside the sandbox, and permits to see changes made to code while the
game is running.
Another signature feature of the engine is the extreme realism of water based environments
(oceans, rivers, lakes) and high performance of lighting on different environments and
natural habitats.
The engine provides a set of tools to measure and evaluate the performance of the
applications powered by the engine in a detailed and consistent manner.
The engine has an integrated professional sound edition solution, which permits the edition
of ambient soundtrack, event driven sounds and other media, in a very interactive and
powerful manner, with a time line familiar to professional sound editors.
Finally, CryEngine offers a number of plug-in and tools that runs on 64 bits architectures,
further improving performance. This Engine was released in August 2011 for free use for
Open Source 3D Game Engines for Serious Games Modeling 149
non-commercial purposes. Source code can be downloaded under specific agreements with
Crytek.
WalfishBertoni OkumuraHata
In this serious game, we try to reproduce real situations that the apprentice will face in their
real activities, preparing them to recognize potentially dangerous situations. Each activity
that the player executes is associated with typical activities performed in real situations in
remote areas where the trainee will work in a future, if the training is successful.
In this way, the player (trainee) makes associations between real objects that will find in a
real situation, but through simulated situations in a 3D environment. In Figure 2, a 3D/2D
interface for TEST is shown implemented in the Game Engine.
Terrain Maps for Radio Communications (Mobile) Planning. An initial translation from the
raster to 3D format, can have more than one million polygons, which is unusable in a Game
Engine. Then, it is necessary to apply some techniques that reduce the number of polygons
to around 200.000, that is an acceptable number, considering that the 3D scenario will
contain other elements like towers, antennas, etc.
format. This data included in text file have information about coordinates and height and
must be displayed in graphic manner. In Figure 4 we show an example of an ASCII raster
file and in Figure 5 the same map is showed using a GIS tool like Google Earth.
3°28’44” N
76°34’6” W
3°23’19” N
76°30’52”
If the map file is available in shape 3D, this kind of file can be exported to Blender almost
directly.
Additionally and in order to improve the visualization on the game, the 3D map obtained in
Blender can be enriched with 3D models obtained from tools like Google SketchUp, and
combined with different light sources and renders, finally obtaining a 3D model like the one
shown in Figure 10.
7. Conclusions
In this chapter, we have discussed our experience with Digital Terrain Maps conversion to a
3D engine compatible format, using Open Source tools and some considerations about 3D
models for Serious Games. We have used Open Source Game Engines with similar
performance to a commercial tool.
Special considerations have to be with the polygons number in the 3D map, because the
typical conversion process from a DTM to a 3D model generates a huge number of
polygons, that makes the Engine unusable.
8. References
Bruner, Jerome (1989). Acción, pensamiento y lenguaje, Madrid: Alianza Editorial.
Caillois, Roger (1986). Les Jeux et les hummens. Los juegos y los hombres : la máscara y el
vértigo, México: Ed. Fondo de Cultura Económica.
Huizinga, Johan (1938). Homo Ludens. Madrid: Alianza editorial.
Navarro, Andres; Madriñan, Patricia and Pradilla, Juan Vicente (2010). A 3D Game Tool for
Mobile Networks Planning 2010 Second International Conference on Mobile,
Hybrid, and On-Line Learning ,Saint Maarten, Netherlands, Antilles February 10-
February 16.
158 Modeling and Simulation in Engineering
Navarro, Andres; Madriñan, Patricia; Londoño, Sebastian and Pradilla, Juan Vicente. (2011).
Serious Games: Between Training and Entertainment, Third International Conference
on Mobile, Hybrid, and On-Line Learning, ISBN: 9781612080031, Gosier, Guadeloupe,
France February 2011.
OpenEV, Your Geospatial toolkit. Accessed: June 2011. Available from:
http://openev.sourceforge.net/
Map Windows Open Source Project. Accessed: May 2011. Available from:
http://www.mapwindow.org/
ESRI, ArcView. Accessed: May 2011. Available from:
http://www.esri.com/software/arcgis/arcview/
Modelos Vector Raster (In Spanish). Accessed: January 2011. Available from:
http://gemini.udistrital.edu.co/comunidad/profesores/rfranco/vector_raster.htm
Open Street Map. Accessed: January 2011. Available from:
http://www.openstreetmap.org/
Blender. Accessed: January 2011. Available from: http://www.blender.org/
Procedural Generation. Accessed: January 2011. Available from:
http://en.wikipedia.org/wiki/Procedural_generation
0
7
1. Introduction
Generation of dynamic three-dimensional (3D) mesh sequences of human performance
using multiple cameras has been actively investigated in recent years (de Aguiar et al.,
2008; Hisatomi et al., 2008; Kanade et al., 1997; Kim et al., 2007; Matsuyama et al., 2004;
Nobuhara & Matsuyama, 2003; Snow et al., 2000; Starck & Hilton, 2007; Tomiyama et al.,
2004; Toyoura et al., 2007; Tung et al., 2008; Vlasic et al., 2008). The topic is drawing
a lot of attention because conventional 3D shape measurement tools, such as laser
scanners, shape (structure)-from-motion (Huang & Netravali, 1994; Poelman & Kanade,
1997), shape-from-shading (Zhang et al., 1999), etc., are difficult to apply to dynamic scenes.
On the other hand, depth cameras, such as time-of-flight (Foix et al., 2011) and structured
light (Fofi et al., 2004) cameras can measure depth only from the viewpoint, and they do not
measure the entire 3D shape of objects. There are many attractive applications of 3D human
performance capture such as movies, education, computer aided design (CAD), heritage
documentation, broadcasting, surveillance, gaming, etc.
Shape-from-silhouette (or volume intersection) (Laurentini, 1994) is a fundamental process in
generating the convex hulls of the 3D objects. Because the shape-from-silhouette algorithm
is directly affected by the foreground/background segmentation, a well-controlled monotone
background is often employed (de Aguiar et al., 2008; Kim et al., 2007; Starck & Hilton, 2007;
Tomiyama et al., 2004; Toyoura et al., 2007; Vlasic et al., 2008). However, proper segmentation
has been a serious problem even in such studios. Therefore, a number of approaches have
been proposed for refining the geometrical data of the objects in both the spatial and temporal
domains.
This chapter reviews recent works on the refinement of visual hulls and describes our
contribution featuring iterative refinement of foreground/background segmentation and
visual hull generation.
The rest of this chapter is organized as follows. Section 2 reviews related works for the robust
3D model reconstruction. Section 3 describes our 3D studio and our proposed algorithm.
Experimental results are presented in Section 4. Finally, concluding remarks are given in
Section 5.
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2. Related works
This section summarizes related works on 3D model refinement. The spatial and the temporal
domain approaches are orthogonal and are independent of each other. They can be combined
to generate more accurate 3D models, although this is out of the scope of this chapter.
Tomiyama (Tomiyama et al., 2004) and Starck (Starck & Hilton, 2007) employed stereo
matching to calculate a more detailed shape of the object. The depth search range was
restricted by the visual hull model with the assumption that the actual surface point should
exist on or inside the visual hull according to the theory of space carving (Kutulakos & Seitz,
2000). By this constraint, the computational cost was reduced and at the same time, the
depth estimation error due to mismatching was reduced. A similar idea can also be found
in (Fua & Leclerc, 1995), but this work was meant for 2.5D (multiview + depth) model
reconstruction.
The graph cuts algorithm was also employed after the shape-from-silhouette for refining
the concave part of objects (Hisatomi et al., 2008; Liu et al., 2006; Tung et al., 2008). In
(Hisatomi et al., 2008), the constraint term imposed by silhouette edges was introduced to
preserve thin parts. Tung (Tung et al., 2008) combined both superresolution and dynamic 3D
shape reconstruction problems into a unique Markov random field (MRF) energy formulation
and optimized the cost function by graph cuts.
These approaches are used only for removing unnecessary voxels; the loss of voxels deriving
from erroneous silhouette extraction cannot be recovered. Therefore, these algorithms should
be applied after the shape-from-silhouette processing with perfect foreground/background
segmentation to remove only surplus voxels.
constraints (this part constitutes spatial refinement) and the 3D model in the previous frame
was deformed to match the model in the present frame considering the last two constraints.
In (Vlasic et al., 2008), a skeleton model was used to track the motion of the object and the
template model was deformed using linear blend skinning to meet the silhouette fitting
constraint. The algorithm depended only on the silhouette and no color information was
utilized.
A feature-based tracking in captured 2D images using scale-invariant feature transform (SIFT)
features (Lowe, 2004) was proposed by de Aguiar (de Aguiar et al., 2008). The model was then
deformed based on the extracted motion. Details were recovered by adjusting the vertices to
the silhouette contours and by estimating the depth using multiview stereo. In this work, the
initial model was generated using a laser scanner.
In (Luo et al., 2010), a modified annealed particle filtering was proposed to track the motion,
and deformation and shape refinement were performed considering the silhouette of the
human body.
cloths because they are shiny and affect the silhouette extraction. Camera calibration was
done using Tsai’s method (Tsai, 1987).
The system was easy to set up and portable. Disassembling and setting up the studio again can
be achieved in a few hours. The size of the studio was about 6 m × 5 m but these dimensions
are flexible, depending on the size of the object and the area required for the object to move
around.
voxel change>ε
Shape-from-Silhouette Final 3D Model
voxel change>ε
(a) Error in silhouette extraction only in camera (b) Generated 3D model in which the left
#10. arm was not reconstructed properly.
(Hisatomi et al., 2008; Matsuyama et al., 2004; Tomiyama et al., 2004; Tung et al., 2008) cannot
recover such loss of voxels, because they are designed to eliminate unnecessary voxels, not
to add necessary ones. Therefore, two kinds of error (loss) compensation algorithms were
introduced in this chapter.
One such algorithm is the voting-based modeling method. Here, we assumed the number
of cameras in the studio as n, and m was an integer ranging from 1 to n − 1. If the voxel
is visible from n − m cameras, the voxel survives. Typically, m is set as 1 − 2 because the
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Refinement of Visual Hulls
for Human Performance
probability of a voxel that belongs to an object to be invisible from two or more cameras
in the view range is quite low. Therefore, voxels that were deleted due to the erroneous
segmentation can be recovered. If we increase m, the generated 3D model would expand
more than necessary; namely, the voxels that should be deleted remain in the visual hulls.
If the error in silhouette extraction occurs in many camera views, we should reconsider the
silhouette extraction algorithm itself. In this approach, one 3D model is generated for a single
frame, independent of the value m.
The other approach is modeling with the other (n − 1) camera views. When generating the
foreground/background seeds for the i-th camera view, the (n − 1) camera views, excluding
the i-th camera view, are used for the modeling, and the generated 3D model is rendered
from the i-th camera position only for improving the i-th silhouette. Therefore, we need to
conduct the 3D modeling for all the n camera views. This approach implicitly assumes that
the segmentation error does not occur in multiple views at the same time, which is reasonable
in most cases. It is important to note here that such an error can occur in multiple parts as long
as the condition mentioned above holds. The restriction here is that a voxel is misclassified as
a nonobject region by not more than a single camera. Modeling with the other (n − 2) camera
or fewer views is not reasonable because the number of models to generate becomes quite
large: n × (n − 1) for the case of n − 2.
In the iteration process, 3D model reconstruction is conducted multiple times. In particular,
the cost for modeling with the (n − 1) camera views approach becomes quite expensive as the
number of cameras increases. To save computational cost, the 3D modeling in the iteration can
be done with rough spatial resolution and only the final modeling should be carried out with
finer spatial resolution. Another option is to iterate the refinement process only once because
the modeling accuracy by a single iteration becomes sufficiently high, as demonstrated in
Section 4.
Here, Y ( x, y) is the chroma value of the pixel at ( x, y) and YBG ( x, y) is that of the background
model. Th1 and Th2 are predefined threshold values where Th1 > Th2 to extract background
and foreground regions with high confidence. When |Y ( x, y) − YBG ( x, y)| is between Th1 and
Th2, the pixel is left as unknown. Then, the background/foreground maps are fed to the
graph cuts algorithms as seeds. The silhouette extraction results are shown in Fig. 4(a).
In the iteration process, we assume that the erroneous loss of voxels is compensated by either
of the ways described in 3.2. The silhouette refinement for each camera view was conducted
using three images: the original captured image (Fig. 5(a)), the silhouette image in the
previous step (Fig. 5(b)), and the rendered 3D image from the camera position (Fig. 5(c)).
The background seed was generated by the logical AND operation between the background
regions in the previous silhouette image (Fig. 5(b)) and the rendered image (Fig. 5(c)). A
similar color region (Fig. 5(d)) between the original captured image (Fig. 5(a)) and the
rendered image (Fig. 5(c)) and the eroded silhouette image in the previous step (Fig. 5(e)) were
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in Engineering
logically summed to form a foreground seed. As a result, the seeds for the background and
the foreground for the graph cuts in the next step were generated, as demonstrated in Fig. 5(f).
In the figure, the gray, black, and white regions represent the background, foreground, and
unknown regions, respectively. The updated silhouette is shown in Fig. 5(g). This procedure
was applied to each camera view independently. The updated silhouette images were again
utilized for the 3D modeling. An example of the updated 3D model after a single feedback
loop is shown in Fig. 5(h).
(a) Original captured (b) Initial silhouette by (c) The generated 3D model
image. background subtraction with the error compensation
and graph cuts. algorithm described in 3.2.
(d) Close-color map (e) Eroded silhouette using (f) Updated seeds for graph
between (a) and (c). (b). cuts.
4. Experiments
4.1 Experimental setup
The experiments were conducted using the 3D studio with 12 cameras, as described in Section
3.1. Consecutive 5 − 10 frames of video (12 cameras × 5 − 10 frames = 60 − 120 images)
were recorded for five people in different clothes and poses. The ground-truth data of the
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Refinement of Visual Hulls
for Human Performance
silhouettes were generated by hand. Then, ground-truth 3D model sequences were generated
by the shape-from-silhouette algorithm. Our shape-from-silhouette program was based on
(Tomiyama et al., 2004) (courtesy of Tomiyama and colleagues). The stereo matching in
(Tomiyama et al., 2004) was disabled in the experiments to investigate the effect of the iterative
silhouette updating only. The accuracy of the model was calculated by comparing the voxels.
The voxels in the generated model that did not exist in the ground-truth model were regarded
as surplus voxels. On the other hand, voxels in the ground truth that were not observed in the
generated model were regarded as lost voxels.
(e) Model E.
Fig. 6. Example of the generated models: (left) models using only initial silhouettes, (middle)
refined models using the voting-based method, (right) ground-truth models
modeling method without iteration using n − 1 camera views was employed, the loss of
voxels was quite small. However, generated models contained many surplus voxels, resulting
in a larger total error than in the modeling using the initial silhouettes. The region where a
major loss of voxels occurred (0.18%) was the region that did not hold the assumption that the
probability of a voxel that belongs to the object to be invisible from two or more cameras was
quite low. In other words, our assumption was valid for 99.8% of the region.
Loss Surplus Total Error
Modeling using the initial silhouettes 2.1% 9.4% 11%
Modeling with the other (n − 1) camera views 0.90% 0.99% 1.9%
Voting-based w/o iteration (n − 1 cameras) 0.18% 26% 26%
Voting-based w/o iteration (n − 2 cameras) 0.007% 47% 47%
Voting-based with iteration (n − 1 cameras) 0.73% 1.2% 1.9%
Voting-based with iteration (n − 2 cameras) 0.64% 2.0% 2.7%
Table 4. Averaged modeling accuracy for model A over the 10 frames.
It can be observed that the proposed approaches can generate better 3D models than a
simple volume intersection method in terms of both loss and surplus of voxels. Namely,
the iterative processing between silhouette extraction and 3D modeling can reduce voxel loss
while suppressing voxel surplus. Among the lost voxels in the initial model (2.1%), 90% of
them (1.9% of the whole model) were invisible only from a single camera and the loss was
reduced to 0.73% in the voting-based method using n − 1 cameras and to 0.90% with the
other camera views method. In addition, we can see that modeling with the voting-based
method was good at reducing voxel loss and modeling with the other camera views method
performed well in reducing voxel surplus.
The modeling errors with the looser assumption that the probability of the voxel belonging to
the object to be invisible from three (not two) or more cameras is low is also shown in Table 4
(see voting-based methods using n − 2 cameras with/without iteration). In the voting-based
method without iteration, the loss of voxels was as few as 0.007%, almost negligible. On
the other hand, the surplus of voxels increased up to 47%. When the voting-based method
with iteration using n − 2 cameras was employed, voxel loss was at the minimum among the
proposed methods. However, the surplus of voxels tended to be somewhat more than in the
other approaches and was almost the same as the initial model in some frames (not shown).
The optimal number of cameras to use in the iteration should be decided considering the
number of cameras, the shape refinement process in the following stage, the required error
rate, etc.
Fig. 7 shows the modeling accuracy for model A. It is demonstrated that the error was almost
constant throughout the frames independent of the poses of the performer.
In all the frames, the shape of the model converged at the second iteration (the difference
between the models in the first and second iterations was smaller than ). To investigate
how the errors change in the iteration process, the errors for model A averaged over the 10
frames as a function of the number of the iteration is shown in Fig. 8. In this experiment,
the termination decision was disabled. Iteration zero stands for the initial model. Regardless
of whether the algorithm was the voting-based method or modeling with the other cameras,
the generated 3D model converged quickly and the errors did not improve very much after
the first iteration. Therefore, modeling with only a single feedback is enough in most cases.
The mean processing time for the voting-based method using n − 1 cameras was 35 s and that
170
12 Modeling and Simulation Will-be-set-by-IN-TECH
in Engineering
30
voting-based modeling w/o iteration (n-1)
0
1 2 3 4 5 6 7 8 9 10
Frame #
(a) Surplus of voxels.
3.0
2.0
30
voting-based modeling w/o iteration (n-1)
Total Error (%)
20
10
voting-based modeling with iteration (n-1)
0
1 2 3 4 5 6 7 8 9 10
Frame #
(c) Total error.
14
12
Total
10
Surplus of voxels
Error (%) 8
6
4
Loss of voxels
2
0
0 2 4 6 8 10 12 14 16 18 20
Number of Iterations
(a) Modeling with the other (n − 1) cameras.
14
12 Total
10
Surplus of voxels
Error (%)
8
6
4
Loss of voxels
2
0
0 2 4 6 8 10 12 14 16 18 20
Number of Iterations
(b) Voting-based modeling by (n − 1) cameras.
for modeling with the other cameras was 45 s using the Intel Core2 Duo 2.4 GHz and 2.5 GB
memory. On the other hand, the simple volume intersection took 2.5 s.
5. Conclusions
In this chapter, we have reviewed visual hull refinement algorithms and presented an
iterative refinement algorithm. By the cross-feedback between the 3D model reconstruction
with the updated silhouette and the silhouette extraction using the rendered image,
the loss and surplus of voxels can be kept very small. We have also proposed two
shape-from-silhouette algorithms with error compensation to recover missed segmentation
of the background/foreground. Experimental results demonstrated that the loss of voxels
was reduced from 2.1% to 0.73–0.90% and the surplus of voxels was reduced from 9.4% to
0.99–1.2%, respectively. Achieving as few a loss of voxels as possible is important because the
172
14 Modeling and Simulation Will-be-set-by-IN-TECH
in Engineering
6. Acknowledgments
We would like to thank Mr. Yamada for his contribution and nac Image Technology, Inc. for
the studio design. This work is supported by the Microsoft Institute for Japanese Academic
Research Collaboration (IJARC). We would like to thank Dr. Tomiyama and colleagues for
providing us with their 3D modeling source code.
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174
16 Modeling and Simulation Will-be-set-by-IN-TECH
in Engineering
Virtual Prototyping
8
1. Introduction
The virtual prototyping of power electronic converters is considered here. Virtual
prototyping is now an important challenge in the context of integration of power systems. If
semiconductor devices are considered as the levellers of significant advances in power
converters, it is commonly admitted that the next leveller of advances is related to the
design methods. The design methods ambition to deliver a satisfying product with the first
prototype as a prototype of a power converter is expensive.
Differences in virtual prototyping acceptance may be foreseen depending on the level of
integration. On the one hand VLSI power management requires methodologies and models
in the framework of integrated circuit tools. The dedicated tools seem to dictate the nature
of the models and of the design flow. On the other hand the design of a mechatronic system
could rely on a wider range of models and methodologies depending on the background of
the involved engineer. In fact the development of virtual prototyping methodologies try to
provide a systematic approach to the different steps involved in the emergence of a product.
Depending on the complexity of a given system, all or parts of the models and analyses will
be solicited.
The idea is that a simple step-down DC/DC converter represents a similar design problem
whether a 1 W monolithic IC is required or a 100 W discrete-board converter inside a car
mechatronic-item is specified. The common part in the design process of these two
seemingly different converters concerns the early stage of virtual prototyping, namely the
pre-design. Fig. 1 details the macro-steps in the design flow of a power converter, but the
idea is applicable to a mechatronic device. Pre-design covers the early steps in the design
flow.
Other steps in the design process will involve hard technology constraints, what will affect
the complexity level of some models but design analyses remain essentially the same
whatever the level of integration. These intermediate steps in the design process refer to
what is practically known as design, what is in essence to choose devices and to optimize
circuits. When device and circuits have been globally optimized, next steps concern the
geometrical and physical assembly of these devices into a converter. Additional physical
phenomena appear that require dedicated tools and models to complete the optimization of
the power converter. The final steps in the design process concern the virtual physical
verification of the system. The technology constraints and the geometrical size of the system,
adding the power level, dictate different approaches for the analyses to be carried out. The
latter verification efforts are in relation to the system specifications and receipt.
178 Modeling and Simulation in Engineering
The early stages of virtual prototyping are the most risky as the possible cost of an error in
any choice will continually rise with subsequent design steps. The chapter details several
necessary models for the early stages in virtual prototyping, namely the system-level
analyses in Fig. 1.
Fig. 1. Schematic of a classical design flow for a power converter with related macro-steps
(Xu, 1994), (Olivier, 2000). A functional view of a power converter has been proposed as the
so-called average model. The abstraction is to get rid of the switching process. In another
way, the goal is to keep only the most significant time-constants in the power converter
from control point of view. Fig. 2 gives an idea of the spread of time-constants of physical
phenomena in a power converter.
Probably this explains that EMC issues are generally considered at the end of the design
process and the cost may be significant in additional filters or reduced performances. The
power electronic engineer has been dealing with the average model of the converter at hand
but he needed to add some view about power losses and temperature. Equivalent electrical
models of thermal networks are popular and considered in most approaches. The
manufacturer of a thermal system generally gives a practical thermal model of its product or
at least an abacus of the so-called thermal impedance of the thermal path. Unfortunately a
thermal network is based on the association of thermal effects and/or products and the
addition of the practical models – thermal impedances- is not accurate enough. Restricting
the analysis to steady-state operation is not sufficient to obtain pertinent evaluations with
these practical models. The need for light but accurate models of a thermal network has
given rise to methodologies to build so-called compact thermal models. A compact thermal
model is a global behavioural model taking power losses in the system as inputs and
evaluating specific temperatures inside the systems. These specific temperatures are mostly
averaged operating temperatures of the power semiconductor devices and power passive
devices. The term of junction temperature is improperly used here.
The chapter wishes to detail methods to build efficiently compact models for the average
representation of converters but including power losses. EMC contributions can also be
added and compact models of thermal network must be considered to attain electro-thermal
simulation.
The proposed compact models come as state-space models and may be used in any
simulator providing an entry language. Standard languages are available to distribute such
models like VHDL-AMS, IEEE 1076.1.
A hardware description language is unfortunately not a guide for efficient modelling.
Alternatively bond graphs are known for decades and have been provided for modelling
the dynamics of multi-domain systems. Bond graphs are a framework for graphical
representation but implement many methods like the causality analysis. An original
extension of the causality analysis was provided to build compact average models. An
extension to include power losses is presented here. Contribution to EMC was a recent add-
on to the method. Examples will be presented to illustrate the detail of the methods.
Bond Graphs are covered in many books and papers. A short description is provided at the
end of the chapter to enable the reader to follow the presentation without pre-requisites.
initially Algebraic Causality Analysis (Allard, 1997a). The purpose is to provide a software-
compatible algorithm. ACA considers that state-space models of variable causality represent
the components of a bond graph. ACA uses a graphical representation that separates the
knowledge of the causality for flow variables and the effort variables.
The graphical representation is listed in Table 6 for non-varying causality components. A
power switch with a gate control gives an example of varying causality. When the gate
control is not activated (like in a power MOSFET or IGBT), the power switch is in off state
and the causality of its power bond is to enforce the flow variable: the switch is a source of
null-current. When the gate control is activated, the power switch is equivalent to a source
of null-voltage in the ideal case, and the causality is related to the effort variable. This
particularity is illustrated in next section.
1 – Causality of sources
Se: the effort variable is known and the
half-stroke for effort variable is added.
The half stroke is placed below the half-
arrow by convention (see Table 6).
4 – iterate step 3
3 – Propagate the causality through
junctions, transformers and resistors.
The 1-junction model enables to compute the
voltage across the inductance as the other
voltage drops are known from the other
bonds.
State-variables are
Initial Bond graph
Qg, Qj charges in MOSFET.
Qd charge in diode junction
Ф flux in inductance
1- causality of sources
vE E, vG G(t )
Se :E and Se :G
2 – causality of state-space iL
L
elements
vDS g 4 (Q j , QG )
I :L0, vGS g3 (Q j , QG )
MOSFET M and diode D
vD g1 (QD )
184 Modeling and Simulation in Engineering
3-Propagation of causality
vN vE vDS
1-junction linked to
MOSFET
3-Propagation of causality
Similar voltage drop across
all 0-junction bonds
internal 0-junction
Causality fault at 1-
junction linked to diode D The causality fault
corresponds to the constraint:
v N vD 0
clause (ii): variable already
known
3-Propagation of causality
iL is the current in each bond
1-junction linked to L0 and of the 0-junction
R
3-Propagation of causality v R R iL
element R vL v N v R
vRG vG vGS
3-Propagation of causality vRG
iG
RG
1-junction linked to Se:G
and element R
iG is the current in each bond
of the 1-junction
dQG
iG gate ch arg e
dt
dQJ
iDS g2 (QJ , QG ) Miller capaci tan ce (1)
dt
vGS g3 (QJ , QG ) gate voltage
vDS g 4 (QJ , QG ) drain voltage
dQD
i iD (QD )
dt (2)
vD g1 (QD )
(a) (b)
Fig. 6. Ideal natural switch (a) and ideal controlled switch (b)
It is considered now on that the switching period of a DC/DC power converter is always
smaller than the time-constants of the passive filter components. The power switches, based
on the control signals, define a sequence of causality assignments in the bond graph of the
converter. The simplest sequence is generally called the continuous conduction mode (the
current never reaches a null value in the inductance in Fig. 7(a)). This sequence comprises
two causality assignments. A Petri Network is a convenient tool to picture a sequence. Fig. 8
gives two sequences for the converter in Fig. 7(a).
Fig. 10. The two causality assignments in the sequence of in continuous conduction mode of
the ideal buck-boost converter
Fig. 12. Average model of the switching block and average model of the ideal buck-boost
converter.
188 Modeling and Simulation in Engineering
Fig. 12 enables to draw the bond graph of the average model of the ideal buck-boost. This
model has been obtained in a systematic manner. The EDO of the average-model state-space
equation is then obtained in a straightforward manner.
1
0
d iL L iL E
v 1 L (3)
dt C 1 vC
0
C RC
(a) (b)
Fig. 13. Ideal ZVS-boost converter in continuous conduction mode (a) and related sequence
of causality assignment (b)
At the end of step 4, it comes the simplified bond graph in Fig. 14(b). The switching block is
identified as {T, D, C2, L2, n1, l2} with 2 external bonds. The input variables are I1 and V2.
(a) (b)
Fig. 14. Title of figure, left justified
Step 5 is to express the output variables of the switching block (v1, i2) in the four cases of
causality assignment. The results are summarized in Table 3. The computation of the input
Analytical Compact Models 189
variables implies that causal bond graphs be obtained. This leads to consider derivative
causality for the inductor L2 in states S1 and S2, and for the capacitor C2 in state S1 and S4.
The Algebraic Causality Analysis helps finding systematically the latter considerations. It is
this level of details that makes the difference with past methods to build average models
and explains their limitations with regard to resonant architectures of power converters.
Table 3 in fact summarizes the model of the simplified bond graph in Fig. 14(b). A
simulation of this model gives the result in Fig. 15. The zero-voltage switching of the
converter is clearly illustrated. Step 6 concerns the expression of the average values of the
switching block output variables (v1, i2) over the sequence in Fig. 13(b). The respective
duration of each state concurs to the switching period Ts. Formal mathematical
manipulations leads to Equation 4. The common way to represent this average model is to
consider a MTF element which ratio would be in fact 1. The average model of the ideal
ZVS-boost converter is obtained when adding the external components of the switching
block to the MTF element.
1 C 2 V2 L2 I 1
TS 1 cos
1 I1 L I
2
1 1 I V
C 2 V2 2 1 1 cos
2 1 2
i2
TS 2 V2 1
with (4)
1 C 2 V2 V2 L2 C 2
2
v1 T 2 I L2 I 1 1 cos
S 1 sin V2 C 2
I1 L2
(a) (b)
Fig. 16. Real buck converter (a) and related bond graph (b)
Analytical Compact Models 191
(a) (b)
Fig. 17. Petri net of the power diode behaviour (a) and behaviour of the buck converter in
Fig. 16(a) in continuous conduction mode (b)
The MOSFET model in Equation 1 is considered and the model in Equation 2 for the power
diode. The behaviour of the power switches is pictured in Fig. 17(a) that leads to the buck
converter Petri Net of states in Fig. 17(b) for the continuous conduction mode. The algorithm
yields the simplified bond graph in Fig. 18. The input variables are I1 and V2, and the
output variables are v1 and i2. The variable v1 is related to the MOSFET drain-source
voltage while the output variable i2 is related to the diode current. According to the
sequence in Fig. 17(b), the step 6 of the algorithm requires the computation of the following
average values:
t1 t2 t3 t4
i2 1 vDSon ( I 1 )dt vDS (t )dt V2 vDon ( I 1 ) dt vDS (t )dt
TS t
0 t1 t2 t3 (5)
1 2
t t t
3 4
introduced that depend on the switching block input variables and the circuit parasitic
devices. Tabulation of virtual delay values may be measured or simulated.
The ideal signals and the virtual delays lead to the switching block average model in
Equation (6). The bond graph in Fig. 19 is derived. The MTF element represents the average
model of the ideal buck converter and the non linearities are reported in the two dissipative
elements RS.
off ion
i2 I 1 iD D
TS
(6)
voff vonDS off vonDS
v1 V2 vDSon DS vDSon 1 vDS
TS TS
192 Modeling and Simulation in Engineering
Fig. 19. Average model of the real buck converter in continuous conduction mode.
Many papers have been published to propose formal approximate waveforms for the
current and voltages of power switches during transient. The switching power losses can
then be calculated in a formal manner. Unfortunately the current and voltage waveforms
depend on too many parameters to enable a valid approximation. The substitution proposed
here above offers a practical advantage. The same idea of tabulation depending on the
switching block parameters has been experimented for the power losses (Allard, 2001),
(Ammous, 1998, 2000).
The system in Fig. 20 includes the here above buck converter that feeds a motor fan. The
goal of an electro-thermal simulation is to provide an estimation of the power device self-
heating behaviour on a long-term duration. This type of simulation requires the average
model of the converter including losses. The losses are carried out with RS elements with at
least a thermal bond. All thermal bonds are to be connected to a compact model of the
system thermal network (like the thermal substrate in Fig. 20). A fast simulation gives
results as in Fig. 21 that have been verified experimentally. The left figure compares an
accurate device-level simulation of the buck converter to the ideal average model like in Fig.
12 and the buck converter non-ideal average model in Fig. 19. The right figure shows the
start-up of the motor fan and the self-heating of the power devices.
Analytical Compact Models 193
M1 Re
Substrate Fan
thermal model L1
Rg
Ld
Lg
Vdc C1
Se:Ta
D1
G_pwm
DC_Motor
1 DC_Motor fan
Se:G_pwm
7. Conclusion
This chapter has introduced the interests of compact models for system-level analyses of
mechatronic products. Regarding the power converters, the compact models are called
194 Modeling and Simulation in Engineering
average models and a systematic method has been detailed for their building. A simple
example is presented at the end. The idea of ideal signals and look-up table of quantities has
been applied to take care of EMI contributions.
Bond graphs have been used to build compact models of thermal system behaviour. This
kind of compact model appears as the previous ones in the form of state-space models.
VHDL-AMS is one example of language to implement easily the state-space models into a
system simulator.
The Onsager’s theorem3 has established that the instantaneous power, p, characterizing the
energy flow is the product of a flow variable, f, related to the flow of particles, f, by an effort
variable, e (Equation 7).
P=f.e (7)
The flow variable is an extensive variable whereas the effort variable, e, is an intensive
variable. Table 4 gives a list of the effort and flow variables in the main physical domains.
The graphical convention in Fig. 22 is to write the flow variable on the same side as the half-
arrow and the effort variable on the other side. Referring to VHDL-AMS, the energy flow
between two devices is defined by the connection of ‘terminals’. Quantities of branch are
defined such as ‘through quantities’ and ‘across quantities’. The latter quantities may be
chosen in essence similar to the flow variables and effort variables respectively.
dx
f (8)
dt
e ( x ) x / C
An electrical capacitor takes the electrical charge, Q, as the state variable. The I-element in
Table 5 is the self-inductor in electrical domain or the inertia in mechanical domain. The R-
element is the energy dissipator. This element defines a resistor but also friction or Eddy
current effect. The entropic RS-element is a two-port element that transforms the energy into
heat (Fig. 23). The entropy flow ( S or fs) is the flow variable in the thermal domain is given
3Lars Onsager (November 27, 1903 - October 5, 1976). Valid in the case of thermodynamic equilibrium
but extended to the case of resonable internal energy
196 Modeling and Simulation in Engineering
by Equation 9. For convenience, the entropy flow is denoted fS. The Second Law of
Thermodynamics imposes that fS is strictly positive.
f e R f 2 S T f S T (9)
It is said in introduction of this chapter that a system which analysis is considered here, is a
limited by boundaries (from geometrical and energetic point of view). The outside world of
the system is generally represented by sources: sources of effort, Se, or sources of flow, Sf.
The waveform of the source flow or effort may be of various types (continuous, harmonic).
The elements of the system are linked so that they either share a flow of particles or an
effort. Two elements are introduced to represent these connection types (Fig. 24). The so-
called junction 1 connects the elements that share the same flow variable. It is equivalent to
an electrical loop in electrical domain. The 0-junction connects the elements that share the
same effort variable. It is equivalent to an electrical node in electrical domain or an iso-
thermal connexion in thermal domain.
model represents the electrical energy transformation into magnetic energy. In the magnetic
domain, the flow variable is the derivative of the magnetic flux, d/dt, and the effort
variable is the magneto-motive force, F. The gyrator element is the natural representation for
the following equations: v=N. and F=N.i where v and i are respectively the effort and flow
variables of the electrical port and F and respectively the effort and flow variables of the
magnetic port.
(a) (b)
Fig. 27. Application of steps 1 and 2 of the algorithm. Redrawing of a transformer (a) into a
bond graph equivalent (b)
198 Modeling and Simulation in Engineering
Sf
C in integral
causality
x f , e ( x )
C in
derivative
causality4
x
f e
I in integral
causality
x e , f ( x )
I in derivative
causality
x
e f
TF or MTF
GY or MGY
1-junction
4 The derivative causality eliminates the state-space variables and leaves a DAE. It is a less favorable
0-junction
t 0 0
Q t 0 Q0
dQ
dt L
d Q
ER
dt L C
Fig. 30. Causality of the bond graph in Fig. 28(c) and associated equations
10. References
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9
1. Introduction
Intensifying globalization and market competition has been driving the manufacturing
industry to compete on continual reduction in lead-time and cost of product development
while assuring high quality and wide varieties. Conventional manufacturing processes are,
however, no longer sufficient to speed up product development to meet ever-increasing
diversities of customer demands, stringent cost control, and complexity of new products.
In recent years, various technologies have been developed to facilitate rapid product
development. Among these technologies, virtual prototyping (VP) and virtual
manufacturing (VM) may be regarded as important technological advancements. VP and
VM integrate virtual reality (VR) simulation techniques with design and manufacturing
processes to fabricate digital prototypes for subsequent stereoscopic visualisation, validation
and optimisation of product designs, as well as for evaluation of product assemblability and
producability.
As shown in Figure 1, VP and VM together close a design-simulate-improve loop, in which
design and production simulation techniques are integrated for visualisation and
optimisation of a complete product development process in a VR environment to enhance
product maturity. While VP focuses on the design process that digitally fabricates
prototypes for evaluation and improvement of a product design, VM facilitates validation
and optimisation of all subsequent stages of the downstream manufacturing process, such
as facility layout, product assembly, and production scheduling.
This design-simulate-improve loop can be iterated effectively and quickly to shorten the
product design and development cycle without incurring much additional costs. Indeed,
manufacturers can test all stages of product development in a virtual environment. As such,
they will be able to “get it right the first time” to enhance product maturity substantially at
an earlier stage, and to deliver quality products to market on time and within budget.
This chapter presents an integrated VP system for digital fabrication of complex prototypes
to facilitate rapid product development. The VP system comprises a suite of software
packages for multi-material layered manufacturing (MMLM) processes, including multi-
toolpath planning, build-time estimation and accuracy analysis, integrated with semi-
immersive desktop-based and full-immersive CAVE-based VR technology for digital
204 Modeling and Simulation in Engineering
Fig. 1. Integration of virtual prototyping (VP) with virtual manufacturing (VM) for rapid
product development
The VP system enhances collaboration and communication between designers working on
product development. It provides tools for simulation and visualisation to analyse and
improve the design of a product and its fabrication processes. Through simulations,
assessment and modification of a product design can be iterated without incurring much
manufacturing and material costs of prototypes. Hence, key factors such as product shape
Virtual Prototyping for Rapid Product Development 205
and manufacturability that may affect the product maturity and profitability can be
optimised quickly. Moreover, the resulting product design can be sent via the Internet to
customers for comments or marketing purposes. The VP system therefore facilitates rapid
product development and helps reduce time-to-market and cost considerably.
This chapter will first review the background and technologies related to development of
VP. The architecture and technical considerations of the proposed VP system will then be
discussed in detail. Case studies involving digital fabrication of complex, multi-material
objects will be presented to illustrate possible applications of the VP system for product
design and development.
one component material from CAD models with material information, layer by layer. Due to
the additive characteristics of LM processes, multiple materials can be selectively deposited
on the related slice contours.
Object (2011a) created a Connex500TM multi-material 3D printing system that jets multiple
model materials simultaneously to fabricate multi-material parts or assemblies with
different mechanical or physical properties, all in a single build. Figure 2 shows a printed
multi-material bicycle prototype (Object, 2011b).
topological hierarchy sorting of slice contours for subsequent process planning, multi-
toolpath planning and generation, and build-time estimation (Choi & Cheung, 2005a, 2005b,
2006 & 2007). In particular, these packages are integrated with a set of control modules and
VR graphics kernels that drive both desktop- and CAVE-based VR platforms to create semi-
and full-immersive visualisation of the MMLM process at the user’s choice.
With the proposed VP system, designers can fabricate digital multi-material prototypes, in
lieu of costly physical ones, to evaluate product designs and visualise the influences of
critical process parameters, such as build-direction, layer thickness, and hatch space, on the
MMLM process. The resulting digital prototypes can be sent via the Internet to customers to
solicit comments, while the process parameters can be used for optimal fabrication of
physical prototypes. This approach can considerably reduce the number of costly physical
prototypes needed for rapid product development. As a result, the associated
manufacturing overheads and product development time can be reduced substantially,
because digital prototypes are mostly used and there is no worry about the cost and the
quality of physical prototypes.
Using the resulting set of optimal process parameters, physical prototypes of desirable
quality can be made quickly and economically for detailed design evaluation. The physical
prototypes can also be used as master patterns for making tools needed by conventional
manufacturing processes, such as CNC machining, silicon rubber moulding and injection
moulding, for mass production of the final products.
Furthermore, the VP system would be particularly useful for small-batch production of
customised products, which cannot be produced with conventional processes economically.
Recently, LM has been widely explored for direct manufacture of customised products. It is
envisaged that when LM becomes viable for direct manufacture of customised products, it
will be vital to validate the accuracy and quality of prototypes before committing to physical
fabrication. Therefore, the VP system would be a practical simulation tool for rapid product
development.
Figure 3 shows the flow of the VP system. Firstly, a product model created by CAD or
captured by a CT/MRI scanner or a laser digitiser is converted into STL format, which is the
industry de-facto standard. As STL is monochrome or single-material, an in-house package
is used to paint STL models, with each colour representing a specific material.
Secondly, a few steps are undertaken to prepare for subsequent simulation of the MMLM
process and visualisation of the resulting digital prototypes: (a) slice the colour STL model
into a number of layers of a predefined thickness. If the LM machine supports variable layer
thickness, the STL model may be sliced with an adaptive slicing algorithm to increase
fabrication efficiency. The resultant layer contours and material information are stored in a
modified Common Layer Interface (CLI) file; (b) sort the slice contours with a contour
sorting algorithm to establish explicit topological hierarchy; (c) based on the hierarchy
information, multi-toolpath planning algorithms are used to plan and generate multi-
toolpaths by hatching the slice contours with a predefined hatch space. The hatch vectors
are stored in the modified CLI file for fabrication of digital prototypes and build-time
estimation.
Thirdly, a versatile VR simulation system is used for digital fabrication of multi-material
prototypes. It allows users to choose either a desktop- or CAVE-based VR platform to create
a semi- or full-immersive virtual environment, respectively, for stereoscopic visualisation
and quality analysis of the resulting digital prototypes, with which product designs can be
reviewed and improved efficiently.
208 Modeling and Simulation in Engineering
This chapter focuses on the development of the VR system. In particular, it addresses the
enhancement of versatility and effectiveness of virtual simulation for product design and
digital fabrication of multi-material prototypes at affordable cost. The following section
describes the desktop- and the CAVE-based VR platforms in detail.
depositing the rectangular solid strips one by one at an appropriate z-height, as shown in
Figure 6.
highlight the surface texture and the dimensional deviations. The system also calculates
the cusp heights to evaluate the overall dimensional deviations. In this example, the
average and the maximum cusp heights are 2.001mm and 0.992mm, respectively. Suppose
that any deviations more than 1.990mm are considered unacceptable, the designer may
choose to highlight the areas which are out of the design limit for subsequent
investigation of these critical features. Excessive deviations are highlighted with red or
green pins. The red pins point to the maximum deviations whereas the green ones point
to unacceptable deviations.
If unsatisfactory deviations are located at important parts of the model, the designer may
choose either to change the model orientation to shift the deviations or to reduce the layer
thickness and the hatch space to improve the accuracy. When it is necessary to assess
detailed assembly fitness of the various parts of the toy, the parts can be stored as individual
STL models for quality analysis and digital fabrication.
Digital fabrication of a prototype can be repeated until a set of acceptable process
parameters are obtained. Subsequently, physical prototypes of all parts are produced and
assembled to form a complete toy prototype. Furthermore, the physical prototypes can be
processed and used as master patterns to make tools for mass production of the product.
Red pins
showing
maximum
deviation
Excessive
materials
Green pins
showing
unacceptable
deviation
Right screen
Top
layer PC cluster-based CAVE application programs
Middle
layer
I/O Device Display Network
Subsystem Subsystem Subsystem
Bottom
Software: Windows XP OS and graphics kernel
layer
Hardware: PC network, interface devices, projectors, ……
the CAVE elements. It consists of three sub-systems: (i) I/O device sub-system for
controlling I/O devices; (ii) display subsystem for projecting images on the corresponding
screens; and (iii) the network subsystem for keeping communication and synchronisation
between all clustering PCs.
The top layer is a package of tailor-made application programs, developed with the PC
cluster-based CAVE library, for immersive visualisation and simulation in the CAVE
system. This application package is implemented in an object-oriented programming tool,
called the Virtools Dev, and its add-on library, called Virtools VR Pack (Virtools, 2006). The
Virtools Dev contains a suite of algorithms to help programmers create, visualise,
manipulate, and track objects in the virtual environment. Besides, the Virtools VR Pack
allows users to tailor applications for producing full-immersive, life experiences using the
PC-based distributed computing.
The application package for the PC cluster-based CAVE system contains two modules,
namely, Product Viewer and Virtual Fabricator, similar to those for the desk-based
system.
4. Case studies
4.1 A thermometer casing
Figure 12 shows an infrared thermometer commonly fabricated by a manufacturer in Hong
Kong. Such products have become very popular as a result of heightened awareness of
personal hygiene due to recent outbreaks of infectious diseases. The thermometer is
assembled with several components of different materials. Using the MMVP system, multi-
toolpaths can be efficiently planned to fabricate a digital prototype of the thermometer
casing. Subsequently, the prototype quality can be evaluated by stereoscopic visualisation
and superimposition of the prototype on its STL model.
Figure 13 shows the complete multi-material digital prototype, while Figure 14a
superimposes it on the STL model for visual analysis. It can be seen that there are excessive
materials on the prototype. The overall accuracy of the prototype was evaluated by
calculating the average and maximum cusp heights, which are 0.027mm and 0.060mm,
respectively. In Figure 14b, green pins and red pins are used to highlight unacceptable
deviations exceeding 0.055mm and the maximum deviations, respectively. Therefore, using
the MMVP system, the MMLM process may be conveniently iterated with new sets of
process parameters without incurring much extra cost. Hence, an optimal combination of
process parameters can be obtained for subsequent fabrication of physical prototypes of
satisfactory quality.
Virtual Prototyping for Rapid Product Development 217
Excessive materials
Fig. 14a. Digital multi-material thermometer casing and superimposition on its STL model
Fig. 14b. Areas of the thermometer casing with dimensional deviation beyond design limits
digital multi-material prototypes to help improve designs and shorten development cycles
of jewellery products at competitive costs. Designers can view and evaluate their designs
with digital prototypes instead of physical ones, at minimal costs and time possible.
Furthermore, digital prototypes may be conveniently transmitted over the Internet to
facilitate global manufacturing.
Top view
Isometric view
17c, green pins and red pins are used to highlight unacceptable deviations exceeding
0.550mm and the maximum deviations, respectively. Therefore, using the MMVP system,
the designers can conveniently perform quality analysis and iterate the MMLM processes.
Thus, an optimal combination of process parameters such as, the build direction, layer
thickness, and hatch space can be obtained for subsequent fabrication of physical
prototypes.
Stereoscopic view
Excessive materials
Fig. 17b. Superimposition of the necklace prototype and on its STL model
222 Modeling and Simulation in Engineering
Fig. 17c. Areas of necklace prototype with dimensional deviations beyond design limits
5. Conclusion
This chapter proposes a VP system which integrates the good features of semi- and full-
immersive VR to enhance the versatility and effectiveness of virtual simulation for product
design and digital fabrication of multi-material prototypes at affordable cost.
The VP system comprises mainly a suite of software packages for simulation of MMLM
processes, including multi-toolpath planning, build-time estimation, and accuracy analysis.
It can drive a desktop-based VR system with either a monitor or a large non-depolarising
screen to generate a semi-immersive VR environment, which is cost-effective, portable, and
easy to operate, for review and improvement of product designs. To minimise disturbances
and to enhance the level of immersion, the VP system can control a PC cluster-based CAVE
system to create a full-immersive VR environment that enhances collaboration and
communication of a design team working on product development. It is indeed an effective
and versatile tool for rapid product development to meet ever-increasing diversities of
customer demands, stringent cost control, and complexity of new products.
6. Acknowledgements
The authors would like to acknowledge the Research Grant Council of the Hong Kong SAR
Government and the CRCG of the University of Hong Kong for their financial support for
this project.
7. References
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10
1. Introduction
1.1 Railway vehicle virtual prototyping
In recent years, knowledge-based new product competition has become the mainstream of
manufacturing competitiveness. As an important way to simulate various problems of
complex mechanical systems, virtual prototyping technology is being widely used. It
supports concurrent engineering and emphasizes the overall product performance, and
strives to simulate the product function and behavior. Based on considering the overall
product performance in three-dimensional CAD and its following function modules, virtual
prototyping does the innovative design and informs a digital prototyping which do not
depends on the physical prototype.
Virtual Prototyping (VP) is a new product design method generated in the recent 20 years.
Based on computer simulation, VP embodies not only the product's innovative design but
also the product's risk-free digital test, especially suiting for high cost trial production of
complex mechanical system development. The main elements of VP are: virtual prototype
model - virtual test analysis - virtual prototype evaluation (qualitative and quantitative). VP
embodies the global optimization process which is based on computer simulation and aims
to get more realistic products. It supports “Top-to-Down” design approach. The main
techniques of VP ---- CAX, multi-body system modeling and analysis, simulation,
optimization, visualization and VR technology are used to get a digital prototype with
optimized performance, thereby the development costs and the reliance on physical
prototypes are reduced, product qualities are improved, and time-to-market is accelerated.
Railway vehicle system which belongs to complex mechanical system areas is composed of
mechanical, electrical, active control and drive systems (power distributed EMU), and its
main part is mechanical systems. The quality of vehicle performances is the key problem of
the vehicle product development. Based on the railway vehicle product design, especially
the design results of the whole product machine, the performances include: dynamic
performance, operational safety, aerodynamics, air-condition, strength and fatigue
reliability. Therefore, it is inevitable to research and develop the railway vehicle virtual
prototyping for advanced manufacturing technology.
It is also inevitable to research the railway vehicle virtual prototyping technique for the
railway transportation equipment, especially for the high-speed, heavy haul train. The past
railway vehicle product development mainly takes the following forms:
226 Modeling and Simulation in Engineering
1. For the research methods, the traditional design embodies the serial, over-reliance on
physical prototypes and over-focuses on local optimization of product characteristics,
over-emphasizes on the structure itself, less stresses on the whole design features. As
the increasing of railway vehicle speeds, these traditional design methods can not meet
the performance requirements of high-speed vehicle, so a new performance design
concept must be adopted which particularly emphasizes on the overall performance
requirements under the high-speed conditions.
2. For the research process, the traditional design methods do not form a complete
innovative product development system. Different railway vehicle models were
designed by different research institutes, followed by the related performance analysis
carried out by other different research units, then they were produced by relevant
companies and tested to form the product at last. This has led to no systematicness in
the product development process and a serious gap between design, performance
analysis, manufacturing and testing. And analysis platforms and analysis models which
impact the product performance are different. For example, the structural strength
analysis did not use dynamic load spectrum from dynamics study to fatigue strength
analysis for key components and structure, and did not consider the impact of railway
vehicle movement and structure vibration from the air flow disturbance, and so on. So
there are differences between research results and actual operating conditions which
lead to railway vehicle running accidents. According to this situation, based on
improving the various functional softwares of railway vehicles to establish integrated
and intelligent performance design software platform, and form a unified computing
methods and standards, combing traditional mechanical design, part strength analysis
and product performance analysis in a design analysis platform to do visual design and
overall performance design is very urgent.
Improving the speed of railway transport will not only bring issues such as safety, comfort,
economy and environmental protection, but also result in a number of major scientific and
technological problems. The most typical scientific and technical issues with speed are as
follows:
Air resistance problem - in the dense atmosphere, the aerodynamic drag is the cubic
relationship to the rate of growth, so there is a reasonable speed value in terms of the
track on the ground. Then, how to break this resistance barrier to further improve the
ground speed of rail transport? Under the high-speed conditions, there are serious basic
scientific problems to be solved, such as railway vehicle and air-coupled dynamic
problem, air compressibility characteristics problem, and so on.
Running noise problem - the main problem of high-speed railway vehicle is noise. Both
the wheel-rail noise and aerodynamic noise need to be explored from the noise
generation mechanism to the transmission mechanism. Vibration and noise reduction
are the eternal scientific and technical issues.
With the increasing railway vehicle speed, safety, comfort, economy and environmental
protection for high-speed railway vehicle are more and more important. Building the virtual
prototype high-speed railway vehicle platform will provide strong technical support for
researches arising from high speed.
Therefore, based on comprehensive analysis of related research fields, railway vehicle
virtual prototype engineering research is carried out; the development and testing platform
of railway vehicle virtual prototyping is established. Combined with the existing railway
vehicle rolling test experiment bench, a hardware and software platform is formed which
Oriented Multi-Body System Virtual Prototyping Technology for Railway Vehicle 227
can make scheme decision and be easy to deal with three-dimensional CAX / DFX
intelligent optimization design, a variety of integrated performance analysis (vehicle
dynamics, aerodynamics, strength, fatigue reliability, etc.) and l dynamic running
simulation of mutual behaviours. In the end, So it can enhance the innovative design for
high-speed railway vehicle to a new level.
In accordance with the above ideas, the concept of the platform for railway vehicle virtual
prototype is shown in Fig. 2-2. Structure of this part is divided into four main sections:
1. Product digital design and simulation basis system
This part is composed of distributed network running software and hardware, virtual
prototype concurrent design and simulation systems, distributed database servers,
clusters computer group and etc.
2. Product innovation design system based on three-dimensional CAD
Around the mainstream 3D CAD software, a railway vehicle product innovation design
platform which includes four major parts is built:
a. Model design of product digitization
This model is the basis for subsequent design and analysis. This section includes:
product scheme design, design automation, serialization and modularization and
optimization design, different model library for railway vehicles;
b. Product modeling based on physical properties
Interface the following performance and simulation, establish the interconnected
middleware of CAD and CAE platform to achieve the model unity;
c. Design oriented manufacturing
This section is mainly designed for cost, assembly, processing techniques and other
manufacturing characteristics. Evaluate the economy, manufacturability, assembly
ability of products according to a comprehensive perspective to reduce the risk of
trial and trial times for the final product optimization services. This section mainly
includes: virtual assembly and virtual manufacturing;
d. Product data management (PDM)
This part mainly completes the integration management of the design and analysis
of manufacturing data from database server.
3. Digital prototyping-oriented performance analysis
Based on the above product digital description, mainly simulate the function, behavior
and running environment of the products: railway vehicle multi-body dynamics
analysis, multi-field coupling dynamic analysis and simulation, strength and fatigue
reliability analysis of key parts, analysis and simulation of railway vehicle structural
vibration noise, simulation of mode, brake and shock response, analysis and simulation
of aerodynamics and air noise, co-simulation of multi-field coupling and etc.
4. Railway vehicle running simulation
Combining with the digital model and various performance analysis results, the mixed
digital simulation of the railway vehicle dynamic, which is a multi-domain
environment coupled simulation, includes: railway vehicle running simulation and etc
based on virtual reality technical.
Those four parts above form a more complete railway vehicle virtual prototype
development platform. On this platform, PDM, concurrent simulation tools and platform
are the linkage to achieve these functions. Fig. 2-3 is the data flow analysis for railway
vehicle virtual prototyping engineering.
The part with thin red line means that exchange data is needed before data processing. From
this it can be seen that the three-dimensional model is the entire data center of the system.
The key processes of this part are: establish a reasonable railway vehicle database model and
the database structure of the whole vehicle model, open the system to all data format;
establish the database coordinating relationship between various databases; deal with
concurrency control and collaboration issues between various database.
230 Modeling and Simulation in Engineering
Fig. 2-3. Data flow analysis for railway vehicle virtual prototyping engineering
own physical property performance, for example: the change of the mass center, surface
area, volume, inertia moment, materials composition and etc.
4. Establish constraint models of all kinds of components in accordance with the
constraints. It should have the function of kinematics analysis which be able to detect
interference, moreover can simulate the deformed elastic components.
5. Have parametric function which has both features and structural parametric
characteristic to generate the parts automatically, and can modify the entity parameter
manually or automatically according to the optimized result.
6. Geometric model must support the STEP standard and support design for
manufacturing (DFM) to expand the virtual manufacturing;
7. Have the management function for all model databases and the whole vehicle database.
Each component has a physical (including the simplified model) and geometric model
sub-database. All model databases should be opened to all, and should have the
function of automatic indexing.
8. All geometric and physical models must support the conversion with kinds of software
interface and a strong re-development based on VC interface;
The architecture and data flow of this platform is shown in Fig. 2-4.
Fig. 2-4. 3-D design platform for railway vehicle oriented virtual prototyping
Strenth computation
The key of this part is the extraction of the whole vehicle model database including entities
simplification, combination, extraction of the physical properties, and extraction of
coordinate location of the component and etc, with the requirement of using all data from
the model database; In addition, data visualization and classification of the results also need
interface development. This is the main context of this chapter.
The automatic assembly process of the bogie is shown in Fig.3-5 (some small parts omitted).
Through this automatic process, it only takes less than one minute to complete bogie
assembly in SolidWorks. With the parameters of the previous parts, a different type of bogie
can be designed easily which speeds up the design rate and efficiency.
The real reason for this misunderstanding is only considering the geometric modeling in the
CAD, but not considering modeling of product components and the full machine. By
putting the extraction of the product model’s performance data in performance analysis
module artificially, the integrity of the CAD model itself is ignored. In fact, the product
CAD model provides geometric model and physical properties of the products and
components simultaneously, so the physical properties should be modeled in CAD and
property definition should be considered in CAD design to provide a complete integrated
model for the following performance analysis which will unify the model. These two ideas
are summarized in Fig. 4-1.
4.2 The requirements of virtual prototype model for product performance analysis
under multi-body system
The ultimate virtual prototype not only depends on the completeness of the design, but also
depends on the correctness of prototype analysis, which will replace the product physical
prototypes to achieve product performance analysis, testing and evaluation. For mechanical
system virtual prototyping, the main performance analysis tools are: strength analysis, life
prediction, multi-body dynamics, fluid analysis (gas, fluid dynamics) and so on.
The basic data of the analysis are from the three-dimensional CAD design itself. Take multi-
body systems analysis for example, the following performance data should be provided by
the system:
For rigid body: identification number, quality, geometry shape, mass center, moment of
inertia, location coordinates, position coordinates, degree of freedom, material density, etc.
For kinematic pair: identity, type, location of hinge points and associated two rigid, position
coordinates of the hinge point, location coordinates of the hinge point, the number of
degrees of freedom. In general, kinematic set are: rotating set, sliding set, planar joint,
cylindric pair, cardan joint, spherical pair, gear pair, etc.
Oriented Multi-Body System Virtual Prototyping Technology for Railway Vehicle 239
For the elastic body: identification number, quality, geometry shape, mass center, moment
of inertia, location coordinates, freedom, material density, modulus of elasticity, mode,
damping, etc.
For element force: serial number, coordinate position which connects two rigid bodies
(location of the up and down points), physical definition of the force element type (stiffness,
damping, friction and other characteristics).
The data are given by their own characteristics of the product components such as quality,
geometry shape, mass, inertia, density, modulus of elasticity, stiffness, damping, etc. Some
are obtained from product assembly relationship and space movement characteristics such
as: position, location, connection relationship of hinge and multi-body, position coordinates.
Many of these properties can be extracted from the CAD model, but all current CAD
systems do not provide this function. So the building of an abstraction layer between CAD
and prototype performance analysis is proposed to obtain a satisfactory virtual prototype
model as shown in Fig. 3-6.
In theory, the second defined data is directly from the CAD design model. It should be more
accurate and more reasonable, but the difficulty of CAD may increase. If taken as a separate
function layer designed by design and analysis staff, this difficulty can be simplified. In the
first approach, manufacturing are mainly considered after the CAD model is designed,
without considering the definition of products and component attributes. Most are obtained
by analyzing the functions supplied by analysis tests tools to do re-modeling.
model, mesh finite element in the solid model automatically in accordance with the
requirements of FEA, extract model directly to do visualization of functional analysis
subsequently and so on. The relationship of the model and performance analysis based on
CAXA is shown in Fig. 4-2.
Fig. 4-2. Relationship of the model and performance analysis based on CAXA
Property definition for the performance analysis can be achieved by several re-
developments such as EDO, API, Catalog and so on.
Once the model is defined and extracted, the virtual prototype based on CAD with unified
regulations and property definition can be obtained, and pass to the performance analysis
module.
Physical abstracted model corresponds with entity model through the marker and serial
number. It strictly reflects the space topology construct relationship between various bodies.
Their mapping forms an integrated digital model which has CAD features and physical
features of product components to the following performance analysis.
Property extraction in CAXA is shown in Fig. 4-8.
Decode the neutral file first. Obtain the rigid body, marker body, constraint, element
force, applied force and etc according to established formats. Resume the space topology
of the multi-body system according to the defined property. For example, rigid body a, b,
c, has marker i, j, k, and force d, e, f, respectively, and the associated relationships ii, jj, kk,
ee have been defined. The space topology structure can be resumed which is shown in
Fig. 5-1.
In accordance with the virtual prototype form CAD, describe them as objects with multi-
body meaning using object-oriented idea, map them into 5 linear chains, and form a space
topology model of visualized multi-body system. This model is also built on the principle of
framework based on OpenGL and object oriented graphics. The existed relationship of this
model in three-dimensional visualized space is shown in Fig.5-3.
Components of four categories are stress-carrying parts and are built by inheriting the
CForceElement in the virtual prototype system. In order to facilitate the unified
management of data, four categories created by this module are added to the
CForceElementList chain, and also to the ObjectList chain for the visualization need.
Fig. 5-6. Model the railway vehicle (simplified model, import model)
Fig. 5-7. Model the railway vehicle (obtained from the design drawing, import the model
with 1:1)
248 Modeling and Simulation in Engineering
Assemble the whole model, select the Render various independent parts of the
whole vehicle model, update the model with difference colours, output
database, output the property file them as 3DS format.
Dynamic calculation
1. Build the railway vehicle virtual prototype model in CAXA as shown in Fig. 6-3 and
Fig. 6-4.
5. For force element (spring, damper, friction plate and rod), extracted information
includes connected components and marker point which is to fix the position and
orientation of the component. Multi-body topology relation from design model is
shown in Fig. 6-7.
11. Dynamics calculation results and simulation. Given speed is 65km/h and straight
length is 30.78m, when the simulation period is 0.389s, vehicle enters the curve
segment, and runs stably. Realtime simulation of the railway vehicle dynamics based
on 3-D visualization is shown in Fig.6-11.
Fig. 6-11. Realtime simulation of the railway vehicle dynamics based on 3-D visualization
During the process the tension and pressure fz of the measured variable Spring0 and the
total wheel force Tz0 are shown in Fig. 6-12. The red is for fz, the green is for Tz0.
7. Summary
1. Through analyzing the current virtual prototyping patterns, the framework of railway
vehicle virtual prototype platform is proposed.
2. The follow-up property extraction of analysis module is put into the three-dimensional
CAD environment to ensure the uniformity of analysis model and prototype model.
3. The whole process of transition form prototype model to analysis model for virtual
prototype is proposed and studied.
4. In order to check the series theory proposed, take a certain railway vehicle model
design as an example, a case study is done in the developed software to check the
research results well.
According to the study above, the technology from virtual prototype design-prototype
property extraction-analysis model established based on the multi-body system-transition
from multi-body system design model to multi-body system analysis model, analysis
solution of multi-body system-data visualization, is initially proved, which embodies the
product design process. It can be promoted to other CAE analysis module, and it supplies
detailed basic research theory and techniques for railway vehicle virtual prototype platform
independent researches.
8. Acknowledgment
This work is supported by the National Natural Science Foundation of China (NSFC) under
Grant 50975240 and by the Youth Fund of Sichuan Province under Grant 09ZQ026-003 and
the Fundamental Research Funds for the Central Universities under Grant SWJTU09ZT06,
and New Century Excellence Plan Grand NCET-09-0665. In this works, VSDS computation
module is used for testify the procedure, which is developed by Dr. Jue Wang. Thanks for
his work.
9. References
R-S, Lossack.; Y, Umeda & T, Tomiyama. (1998). Requirement, function and physical
principle modelling as the basis for a model of synthesis, In Computer-Aided
Conceptual Design, Proceedings of the 1998 Lancaster International Workshop on
Engineering Design, pp. 165-179. Lancaster University, May, 1998.
P.J, Bentely & J.P, wakefield. (1997). Conceptual Evolutionary Design by Genetic
Algorithms. Engineering Design and Automation, Vol.3, No.2, pp. 119-131.
C.J, Moore; J.C, Miles & D.W.G, Rees. (1997). Decision support for conceptual bridge design.
Artifical Intelligence in Engineering, No.11, pp. 259-272.
Marco, Farina; Kalyanmoy, Deb & Paolo Amato. (2004). Dynamic Multi-objective
Optimization Problems: Test Cases, Approximations, and Applications.
EVOLUTIONARY COMPUTATION, Vol. 8, No. 5, pp. 425-442.
Antonio, St & Clair Lloyd, Williams. (2000). Multidisciplinary Design Optimization of
Optomechanical Devices, PhD thesis, University of Rochester, pp. 1-214, U.S.A.
A, Wymyslowski; K.J, Urbanski & T.M, Berlicki. (2005). Numerical Simulation and
Optimization of the Vacuum Micro-sensor, 6th Int. Conf. on Thermal Mechanical and
Oriented Multi-Body System Virtual Prototyping Technology for Railway Vehicle 259
1. Introduction
Functional validations of virtual prototypes are a promising application area of immersive
Virtual Reality (Moehring & Froehlich, 2011). Through the interactive simulation of operating
procedures such analyses aim at providing insight about virtual prototypes, e. g. concerning
visibility aspects, reachability of control elements, and ergonomics. A key requirement is the
enabling of natural interaction defined by Zachmann as "interaction which imitates that same
interaction in the real world as close as possible" (Zachmann & Rettig, 2001). In immersive VR,
natural interaction can be realized through data gloves and motion tracking devices.
However, a challenging task remains in the modeling and simulation of interactions with
dynamic control elements such as sliders, switches etc. (Moehring & Fröhlich, 2010). We have
devised and implemented a framework that not only aims at simplifying the specification of
such control actuators for interactive virtual environments but also facilitates the recording,
automated classification, and analysis of natural interactions with such control actuators. The
presented approach builds on the European Standard EN 894-3 (DIN894-3, 2006) and covers
all types of control actuators defined therein. This standard defines systematic guidelines for
the choice and configuration of control actuators to ergonomically design machinery.
A characterizing feature of control actuators in the real world is given by their function:
Controlling the behavior of machines and other appliances. In order to model the triggering of
changes of environment objects in the simulation, our framework allows to associate control
actuators with interaction events. Interaction events may be fired continuously, e. g. during
movement of sliders, or when discrete states are reached, e. g. switches. Besides making
interactive simulations more realistic, interaction events can also be recorded to allow later
playback and analysis of the interaction. For this, detailed timing information is stored in the
interaction events. For example, interaction events may be used for the animation of virtual
humans that imitate the user interactions when operating virtual prototypes.
Contributions of our research include an XML-based modeling language for control
actuators that can be seen as both an abstraction layer and an extension to lower-level
rigid body physics modeling capabilities provided e. g. by Collada (Khronos Group, 2008)
and X3D (International Organization for Standardization, 2008). Further, we produce a
reference implementation of control actuators with direct object manipulation, an interaction
database for analyzing interaction events including recognizing basic interactions and grasp
classification, and a powerful graphical analysis tool. Through this, the process of adding
interactive elements to virtual prototypes can be drastically simplified.
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2. Control actuators
This subchapter introduces the concept of control actuators, our XML based modeling
language and a reference implementation of control actuators. An easy way to include
different control actuators into a dynamic environment is to use an extended version of
annotated objects (Weber et al., 2006). They are declared and managed in an XML-based
representation structure, which combines all information about types of scene objects in a
common database. Such information includes graphical model, type, component references,
physical parameters, joint definitions, etc. Annotated objects are similar to the concept of
smart objects (Kallmann & Thalmann, 1999). In contrast to smart objects, they do not contain
any form of behavior description, neither for object nor for actor behavior. The object behavior
of annotated objects is totally dependent on their physical simulation.
2.1 Concept
Structurally, control actuators are compound objects where a movable part can change its
position or orientation w.r.t. a static part, the fitting. The relative movement is constrained by
the degrees of freedom (DOFs) of a joint connecting the static and the movable part. Here, the
composition of both is called control actuator. In Figure 2 an emergency button is shown. In
this example the button takes the role of the actuator. Multiple actuators with the same fitting
are also conceivable and are used, e. g., in the case of cockpit instruments, keyboards or other
operational controls. Thus, control actuators share many similarities with rigid bodies from
the Collada and X3D specifications. However, the definition of control actuators requires
additional capabilities not available in basic Collada or X3D. In particular, many types of
control actuators such as switches and gear shifts exhibit lock states which correspond to
discrete values along a continuous DOF of joints. A control actuator will snap to a discrete
state when no further force is exerted on the actuator.
Our concept of control actuators covers all types of control actuators and guidelines defined
in the European standard EN 894-3 (see fig. 1).
2.2 Declaration
Annotated objects with their attributes are represented in a compact and easy to use XML
structure. To check the correct syntax of annotated objects and their actuators there is an
XML schema. To ensure extensibility of the format, all object attributes are denoted by an
all-purpose parameter format consisting of name, type and value, represented by the param
element.
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Fig. 2. Composition of a control actuator. Each control actuator consists of a fitting and at
least one actuator.
Fig. 3. The XML schema for annotated objects within our framework.
The element physics and its subelement joint (see figure 3) contains the major characteristics
of control actuators regarding their representation in the dynamics simulation. The fitting
references one or more actuators with the children element. These actuators are also annotated
objects with the difference that they have specified information about joints and their
constraints. A joint definition contains at least the joint type (e. g. DoubleAxisHinge for a
joystick, or Slider for a volume control), the specification of the DOF axes and the constraints
along these axes.
In case of discrete actuators it is necessary to define at least one discrete state which is
represented by an angular or translational offset from the neutral position. Additional it is
possible to specify unsteady intermediate states. When a control actuator reaches an unsteady
state, it will automatically move to a defined successor state. This is useful for realizing
complex actuator movements, e. g. a gear shift. Figure 4 shows the gears of a car with steady
gear states and intermediate discrete states. States A and B are unsteady with 5 as the
successor state. Listing 1 shows an example for discrete states of an actuator definition.
It proved possible to implement all presented control actuators in the European standard EN
894-3 with at most two DOFs for either translation or rotation. A combination or mixture of
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translation and rotation is not intended by the standard. Therefore it was effectual to divide
the standard actuators into four different types according to their DOFs. We called these four
joint types Slider, Hinge, DoubleAxisSlider and DoubleAxisHinge. The slider and the hinge type
have one DOF each whereas the DoubleAxisSlider and the DoubleAxisHinge type have two
DOFs.
2.3 Implementation
The implementation of control actuators is based on an open-source physics engine called
Newton Game Dynamics (Jerez & Suero, 2011).
In order to effect an actuator manipulation by a VR user, forces are calculated from the user’s
hand movements and applied to the actuator (see Section 3). The actuator can be continuously
moved within its degrees of freedom, constrained by its joint limits and subject to possible
collisions with other geometries. When the actuator is released by the VR user, the engine
realizes a snap to the closest discrete lock state. The flow of this automatic snap mechanism is
shown in Figure 5 and is realized with the help of forces applied to the actuator to reach the
calculated position. This results in a smooth and continuous movement to the new position.
Finally, if the reached position is unsteady, then the cycle starts again and the force for the
following state will be calculated. This action will be repeated until the first steady state is
reached or until the actuator is grasped again.
In order to restrict the actuator movements, e. g. to special tracks in a two dimensional
layer (see figure 4, left column) we used the automatic collision response mechanism of the
dynamics engine. This mechanism ensures a realistic movement of the stick inside the tracks
of the fitting, without explicitly modeling the permissible pathways.
Fig. 4. Overview of the different joint types. first row: Slider and Hinge. second row:
DoubleAxisSlider and DoubleAxisHinge.
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5
<annotatedobject>
<name>emergencyFitting</name>
<model>emergencyFitting.iv</model>
<children>
<child type="string">emergencyActuator</child>
</children>
</annotatedobject>
<annotatedobject>
<name>emergencyActuator</name>
<model>emergencyActuator.iv</model>
<physics>
<joint>
<param name="jointtype" type="string">slider</param>
<param name="pinDir" type="array3">0 0 -1</param>
<param name="minValue" type="double">0</param>
<param name="maxValue" type="double">0.1</param>
<discrete-state>
<state>
<param name="name" type="string">deactivated</param>
<param name="value" type="double">0</param>
</state>
<state>
<param name="name" type="string">activated</param>
<param name="value" type="double">0.05</param>
</state>
</discrete-state>
</joint>
</physics>
</annotatedobject>
Fig. 5. Flowchart for the snap in behavior of control actuators. If the user releases the
actuator, the system moves them to the nearest discrete state.
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4. Interaction analysis
To be useful in interactive VR applications, a mere simulation of the behavior of control
actuators and their interaction with a virtual hand model is in many cases not enough.
Additionally, information about interactions of the user with virtual objects and the resulting
state changes need to be processed. An important first step is to record all interaction data
that is generated during direct object manipulation.
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Fig. 6. left: Articulated virtual hand model fitted with collision sensors (depicted in green).
right: Sensors of hand model detecting collisions with object and generating respective forces
for physical simulation (blue lines).
Fig. 7. Examples for channels of the interaction database and their division into to different
levels.
Recording channels are organized into different levels, based on the type of data they contain:
Level 0 - Raw data: This level contains the raw data, captured from the different input
devices at certain sampling times denoted by timestamps. This data is continuous and
homogeneous, i.e. each input device sends the same amount of data at a time step and
continues producing data from the start of the application till the end.
Level 1 - Motion data: On this level, each channel contains motion data of a specific part of
the user’s body, e. g. hand trajectory, elbow swivel angle, gaze direction, etc. This data also
contains time stamps but is additionally segmented into intervals of motion, separated by
pauses or by object contact. Each interval can be referenced by higher levels of data via
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a unique identifier (UUID), thus enabling playback of interaction events with high visual
fidelity while the motion intervals as a whole can be rearranged in time arbitrarily. Thus,
in terms of the structure of this data, level 1 channels are described as homogeneous and
interval-based.
Level 2 - Interaction data: Data on this level is the result of detection and classification
processes. These are primarily interaction and control actuator events (see section 4.3)
which are stored in XML format. The amount and length of data contained in these events
is quite variable and they always refer to certain points in time. Thus, data on this level is
described as selective and nonhomogeneous.
Through this multi-level database architecture, persistence of the whole interaction session,
from the fine-grained raw data to the abstracted results of the analysis process, is achieved.
Further, the data captured in the interaction database can be played back in a modular way.
It is possible to play back only a selection of channels, depending on the purpose of the
playback. This is where the subdivision into channels and levels becomes valuable. If only
level 0 rawdata is played back, the interaction can be simulated again and also the analyses
process can be repeated. This allows for training and testing of e. g. the involved classification
algorithms. Conversely, if only data from higher levels is played back, animations can be
generated reproducing the recognized interactions in effect, that is, they can be flexibly adapted
to changed scenes or different body model proportions.
In this case, the event contains the state (rotation around rotational DOFs, translation along
translational DOFs) quantified between a minimum and a maximum value. For control
actuators with discrete states, the name of the final state is also included. Furthermore,
intermediate states during the interaction can also generate events when they are passed
before the interaction ends. All state names and DOF information is referenced as specified in
the XML actuator declaration (cf. 2.2) thus rendering the event format also human-readable.
See listing 2 for an example.
Fig. 9. Automatic recognition of basic interactions while manipulating the control actuators
of a virtual car interior.
For full detail of the interaction, a complete history can be recorded (current state in every
frame). This history is stored globally under a unique ID and is referenced by this ID in
the interaction event fired at the end of the interaction. This enables the reproduction of
either the outcome of the interaction (just final state), a reproduction of the state change order
(intermediate discrete states) or an exact reproduction of the whole interaction (history). By
the latter a replay in a purely graphical scene can be realized without the further need for an
active dynamics simulation.
The result of the complete interaction analysis process is a stream of basic interactions
which are persistently stored and also propagated to other application parts via the event
system. There, they can be analyzed and processed further with automatic methods (action
recognition and animation generation) or by hand.
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Fig. 10. VisuAnIA: The generic timeline view on the left is used to browse the data that gets
visualized in special 3D views.
the hand and compare them to the types of the recognized interaction events or to the objects
which have been used.
A plug-in with a commonly known generic properties view (fig. 11, right view) allows the
listing of all the recorded values as they are stored in the database. This view also permits the
modification of important attributes, such as timing values or the type of an interaction event.
Due to the linear zooming option in the basic timeline view, all interval-boxes outside the
focused area will disappear from the context so that large datasets may not be adequately
examined. Therefore we implemented a conceptual 3D timeline plug-in (Timestrip3D) that
only shows a small fraction from the basic timeline (fig. 11, lower view). To indicate the
relation between the two timelines a small box, that defines the interval for the second
timeline and marks the area of interest, is drawn in the basic timeline view. By using
these two timelines it is possible to examine a focused area of the dataset without losing
context. Additionally, the timestrip offers a fisheye like zooming option, that carries on
the focus-plus-context representation and thus supports the user during analysis. The 3D
strip actually consists of several Bézier surfaces that will be modified to achieve the zooming
effect. Since the textual information on the timestrip is generated by using different font sizes,
different zooming degrees implicate varying levels of detail of the presented information.
To keep both of the timelines synchronized, e. g. while using the generic timeline view
to browse and analyze a dataset and the timestrip to obtain additional information, we
implemented a new tool we call Foculyzer. The aim of the tool is to apply the currently
examined (focused) area around the cursor from one timeline view automatically to a second
timeline view. That means that a user does not need to set the area of interest (red box in fig.
11) by hand, as necessary e. g. in the TimeSearcher 2 tool (Buono et al., 2005). The tolerance
range in which the cursor can be moved without shifting the area of interest can be freely
adjusted in our tool. Thus, e. g. depending on the kind of analysis or length of the dataset,
the user can customize the tool according to the current needs. Two sliders on the focused
area are provided for such adjustments (fig. 11). The sliders are hidden during analysis so
that the timeline itself won’t be occluded. With our tool we overcame the two drawbacks: The
first one occurs when the area of interest is centered exactly around the cursor, which means
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Fig. 11. While the user analyzes interaction events in the upper timeline view, the focused
area is automatically applied to the timestrip where more information and a fisheye like
zooming is provided. The range of tolerance for the cursor is controlled by the sliders on the
red box. On the right, a generic properties view shows the values of the selected
interval-boxes and allows the modification of important values.
that every little movement of the cursor causes the area to shift as described in (Bederson,
2000). A second drawback found in some systems results, when the area of interest is shifted
only upon the collision of the cursor with the area bounds. Thus, in order to effect a focus
change the cursor has to be moved to the borders explicitly which can be annoying. The
adjustable tolerance range allows for a more flexible interaction instead. Our tool Foculyzer is
not restricted to interaction events, but can also be used to synchronize various other views,
e. g. in audio or video editing programs to analyze different channels or different views of one
channel.
Future versions of our tool VisuAnIA will provide plug-ins for data filtering, e. g. to recognize
wrongly tracked trajectories. Furthermore, we will implement a player to reproduce the
recorded interaction data in various speeds.
5. Application scenarios
Due to its universal and extendable nature, the framework for control actuators presented
here can be used in many different types of interactive VR prototyping applications where
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13
movable parts with physically believable behavior are called for. In our particular area of
research - which has virtual prototyping as application domain - we use the framework to
simulate parts of machinery or other virtual prototypes. The operation is done manually by a
VR user. The aim is to demonstrate manipulation sequences that are repeated by an animated
character, i.e. a virtual human, see Figure 12. This type of animation is closely related to
Programming by Demonstration in the field of robotics and is referred to as Action Capture in
(Jung et al., 2006).
Fig. 12. Control actuators contained in the virtual prototype of a car cockpit.
Apart from our research scenario many different use cases are conceivable. Such applications
can include virtual prototyping and construction, ergonomics studies, instructional
animations, etc. The only prerequisite is a mechanism to determine forces and torques exerted
on the actuators. A simple mechanism would be to translate 6DOF input from e. g. a Spaceball
or a tracking device and translate its output to appropriate forces and torques.
Furthermore, interactive scene functionality can be realized by subscribing and reacting to
interaction events. For example, a car radio sound can be played when the car radio button is
pressed. The volume can be adjusted, when the knob is turned, etc.
In this section, we discuss the benefits of our approach for two typical application domains
(virtual training, ergonomic studies with virtual prototypes) on the basis of two scenarios we
have (partially) implemented.
Scenarios
The first scenario is a control panel on which different actuators are located (see fig. 1). These
VR objects represent reference implementations of the fundamental types of control actuators
specified in (DIN894-3, 2006). Among these control actuators are a steering wheel, different
knobs and sliders.
The second scenario is a car driving application (fig. 13). In this scenario, the user sits in a
virtual cockpit and manipulates control actuators in order to drive the car. Control actuators
are a steering wheel, a gear shift, radio knobs and the ignition key. The user’s interactions
trigger certain functionalities and animations.
274
14 Modeling and Simulation Will-be-set-by-IN-TECH
in Engineering
Fig. 13. A user manipulates the gear shift in our car driving scenario.
Ergonomic studies
A main application domain of our approach is ergonomic evaluation of virtual prototypes.
The evaluations can be conducted with real VR users and virtual humans. An example of a
virtual prototype suitable for ergonomic studies is a virtual car as described in the second
scenario. The car prototype provides a set of actuators which are typically required for
driving. A user performs different actions, such as turning the ignition key, turning the
radio on, switching the gears and turning the steering wheel. These actions can be imitated
by virtual humans with different body proportions. Ergonomic problems occur, e. g., if a
(virtual) human’s arm collides with an obstacle while trying to grasp a target object or if the
human cannot even reach the target object. Such problems can be identified and analyzed by
observing the real VR user performing the actions required to reach a certain goal (e. g. starting
Enabling and Analyzing
Enabling and Analyzing Natural
Natural Interaction Interaction
with Functional with Functional Virtual Prototypes
Virtual Prototypes 275
15
the car’s engine) or by watching animations of virtual humans synthesized from captured
action sequences. In this context, realistic actuator behavior is important, since a state change
of an actuator can influence ergonomic conditions. For instance, if there were no collisions
with the gear shift lever, such collisions can suddenly occur after changing the lever’s state
(orientation/position). In addition, by using an event serialization mechanism, it is not only
possible to reproduce the motions of the involved control actuators exactly (even without
virtual humans), but also to visualize the generated events for a more thorough analysis (e. g.,
in order to identify unwanted collisions). This is an important use case for our VisuAnIA tool
(see 4.4) that offers the required analysis functionality.
6. Conclusion
We presented a comprehensive approach for enabling and analyzing natural interactions with
functional virtual prototypes. Compared to more generic languages such as X3D or Collada, a
domain-specific XML-based language simplifies the specification of virtual control actuators.
In immersive VR settings, control actuators can be manipulated using natural interaction
techniques based on data gloves and motion tracking devices. During on-going user
interactions, the current state of the control actuator is continuously monitored and made
available to other components of the overall VR-system by means of an event mechanism.
A continuously moving control actuator may snap to predefined discrete states, e. g. on/off
positions of a switch, and special events are fired when the actuator reaches such a discrete
state. For instance, this allows to simulate functional effects of control actuators in the
VR system. The described approach covers all control actuators described in the European
standard EN 894-3.
True functional validation of virtual prototypes, in our opinion, should include but not
be restricted to live experiences of VR users. Therefore, our approach comprises several
concepts and tools for recording and offline analysis of operating procedures performed
on virtual prototypes in immersive VR. For this, various aspects of user interactions can
be stored in an interaction database, from low-level sensor data, over trajectory data, up
to high-level interaction events containing e. g. the classifications of user grasps w.r.t. a
grasp taxonomy. A graphical tool that builds on state-of-the-art as well as newly designed
information visualization methods serves to analyze and, if appropriate, edit the recorded
interactions. The power of our approach is demonstrated by an implemented application
where animations of virtual humans are generated from the recorded interaction data. We
believe that several application settings, such as VR-based training systems, could benefit
from the presented approach.
7. References
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Manufacturing Tasks, IEEE Transactions on Robotics and Automation 5(3): 269–279.
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for Navigating Hierarchical Metadata, CHI ’08: Proceeding of the twenty-sixth annual
SIGCHI conference on Human factors in computing systems, ACM, New York, NY, USA,
pp. 1353–1356.
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and Control Actuators - part 3: Control Actuators, en 894-3.
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Umgebungen, PhD thesis, TU BA Freiberg.
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A Machine Learning Approach, Presence: Teleoperators and Virtual Environments
17: 121–142.
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technology – Computer graphics and image processing – Extensible 3D (X3D) – Part 1:
Architecture and base components, 2. Edition.
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VR-based Character Animation, Proceedings VRST 2006 - Thirteenth ACM Symposium
on Virtual Reality Software and Technology, pp. 145–154.
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ACM VRST 99, London.
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217.
12
1. Introduction
Computer simulation has found extensive applications in biomedical engineering. In
particular, finite element methods have been used in orthopaedic biomechanics to help
design prostheses and implants and understand joint injuries and diseases. We are
interested in the mechanics of the knee joint that is associated with the fluid pressure and
flow in the articular cartilages and menisci. This section presents a brief review of current
status of computer mechanical modeling of the human knee and the cartilaginous tissues.
The background of our present research will be understood in this section.
The main constituents of the cartilage and menisci are fluid, collagen fibers (mainly type II
in cartilages and type I in menisci) and proteoglycan matrix. The fluid is the most abundant
component of these tissues. It takes 68-85% of the weight of cartilage and 60-70% of the
menisci (Mow & Ratcliffe, 1990). Hydrated tissues such as cartilages and menisci are
viscoelastic: they exhibit stress relaxation when the strain is held constant and creep when
the stress is held constant. The viscoelastic behavior is mainly due to the interstitial fluid
flow and the intrinsic viscoelasticity of the collagen fibers. In general, cartilaginous tissues
appear very soft to facilitate joint movement when they are not pressurized. However,
under fast knee compressions, these tissues can be highly pressurized to support and
redistribute loadings (Mow et al., 1980; Spilker et al., 1992).
Fig. 1. Finite element model of the knee joint. Top right: femoral cartilage (posterior view);
bottom right: menisci (top view). The model was obtained from a young male's right knee
(the patella was not modeled)
The mechanical function of the knee joint is partially performed through mechanical
contacts between several contacting pairs of cartilaginous tissues. The major contact pairs
are the femoral cartilage–tibial cartilage, femoral cartilage–menisci and menisci–tibial
cartilages. Understanding the contact mechanics of the individual knee tissues as well as the
whole joint assembly may lead to better prevention, diagnosis and treatment of joint injury
and diseases. The changes in the health state of the cartilages or menisci can alter the contact
mechanics of the knee and therefore affect its normal functioning. For instance, partial
meniscectomy, which is a surgical operation to remove the injured part of the meniscus, can
alter the stress and pressure distributions in the cartilaginous tissues and may initiate or
advance osteoarthritis.
easy evaluation of stress and strain fields, time and cost efficiency and capability of
parametric studies. However, each finite element study is associated with numerous
simplifications in geometrical modeling, material definition, constitutive behavior, etc. In
recent two decades, new finite elements have been proposed to improve modeling and
eliminate some limitations. Simplified or experimental explants geometries have been
widely used to validate the complex constitutive relationships of the knee tissues. Earlier
joint modeling was also based on axisymmetrical or plane-strain geometries: two pieces of
tissues in two dimensional geometries were often used to represent a knee joint contact
(Adeeb et al., 2004; Wu et al., 1998). More recently, anatomically accurate knee models
become increasingly popular for the investigation of realistic joint contact in different
loading conditions and health states. These real knee geometries are normally reconstructed
from the Computer Tomography (CT) or Magnetic Resonance Imaging (MRI). The
constitutive modeling used for the hydrated soft tissues may be classified into three main
categories: single-phase solid models, poroelastic or biphasic models (with additional fluid
phase) and fibril-reinforced models (fluid phase and fibril-reinforced solid phase). Due to
time cost and convergence difficulties associated with the anatomically accurate models,
simpler constitutive behaviors (commonly single-phase) have been used in these studies as
compared to the cases with simplified geometries.
investigate the mechanics of bones (Nowinski, 1971, 1972; Nowinski and Davis, 1970, 1972).
The biphasic models have been improved substantially from its initial linear version (Mow
et al., 1980), e.g. variable permeability (Lai et al., 1981) and large deformation have been
formulated (Suh et al., 1991). Many independent formulations were also developed (e.g.
Lanir, 1987). The biphasic models were found to be able to account for the mechanical
response of articular cartilage at low strain-rates only (Brown and Singerman, 1986; Miller,
1998).
The load response of articular cartilage is highly transient. Given a compression, the stress
in the tissue can be an order higher at a high compression rate than that at a low
compression rate (Oloyede et al., 1992). Fibril-reinforced models were proposed to capture
this high-ratio of fast versus slow compressions. In a fibril-reinforced model, the solid phase
was separated into two constituents: the fibrillar and non-fibrillar matrices. The non-fibrillar
matrix defines the proteoglycan matrix, and the fibrillar matrix models the collagen network
(Soulhat et al., 1999). It was found that the nonlinear fibrillar properties must be considered
in order to account for the strong transient responses of articular cartilage (Li et al. 1999b). In
a finite element procedure, the fibrillar matrix could be represented by discrete spring
elements (Li et al. 1999b; Soulhat et al., 1999) or continuum elements (Li & Herzog, 2004;
Wilson et al., 2004). A fibril-reinforced model was used for the soft tissues in the present
study.
surfaces was found to be different when the fluid pressure was modeled (Li and Gu, 2011).
The location of the maximum contact pressure may also change with creep or relaxation,
which cannot be predicted by a single-phase elastic model. Mechanical response associated
with fluid pressurization in the tissues may play important roles in the scenarios previously
studied, which might not have been understood because the fluid pressure was ignored.
Considering the difficulties associated with in-situ measurements of fluid pressure in
cartilage and menisci, a three-dimensional computational model is a good option for the
determination of the fluid pressurization in these tissues. The fluid flow has been
successfully modeled in a three-dimensional fiber-reinforced model of the
temporomandibular joint (Perez del Palomar & Doblare, 2007). More recently, a three-
dimensional anatomically accurate knee model has been proposed to capture the stress
relaxation and creep behaviors of the healthy and meniscectomized knee joints (Gu & Li,
2011; Kazemi et al., 2011, Li and Gu, 2011). We will consider some complementary results
here.
2. Methods
The mechanical responses were simulated for the intact knee, as well as six cases of partial
meniscectomy at different sites. The finite element modeling developed in our previous
studies will be briefly reviewed in this section. The meshes, material properties and loading
conditions for the present study will be particularly discussed.
Femoral Tibial
Tissue Femur Tibia Fibula Menisci ACL PCL LCL MCL
cartilage cartilage
Number of
5668 5385 1776 18432 637 3423 288 306 456 516
elements
Number of
2836 2709 891 89689 1482 5117 513 540 780 924
nodes
Table 1. Nodes and elements for individual tissues in the finite element mesh of the knee
Articular cartilages, menisci and ligaments were meshed using hexahedral elements. Porous
elements with linear variation of fluid pressure and quadratic variation of displacement
were chosen for the femoral cartilage (20 nodes). Porous elements with linear variation of
displacement were used for the menisci and tibial cartilages (8 nodes). Solid elements with
linear displacement were used for the ligaments. In total, 24,058 elements and 99,045 nodes
were used to mesh the soft tissues of the healthy knee (Table 1).
282 Modeling and Simulation in Engineering
In order to model the total and partial meniscectomized knees, the elements corresponding to
the resected meniscus were removed from the intact element assembly. Here, the total
meniscectomy refers to the complete removal of both medial and lateral menisci. For the
partial meniscectomy, two sites of resections in the avascular zone (inner peripheral meniscus)
were considered. One resection was in the lateral and one in the medial meniscus. They were
thus referred as to the extended lateral meniscectomy and extended medial meniscectomy,
respectively. Meniscectomies in this zone are more common because lesions there have very
low chance of natural healing due to absence of blood supply in the zone. The resection is
often longitudinal or in the circumferential direction (Dandy, 1990; Greis et al., 2002). An
extended meniscectomy encountered longer resection in the longitudinal direction.
where x is the tensile strain, and Ex0 and Ex are elastic constants in x direction. The same
equations, but with different values for coefficients, were used for the y and z directions. The
compressive stiffness of the fibrillar matrix was ignored.
The fibrillar properties of different tissues were determined from previous fibril-reinforced
modeling and experimental data from the literature (Hirokawa & Tsuruno, 2000; Li et al.,
2003; Shirazi et al., 2008; Woo et al., 1976). The numerical values of material properties are
listed in Table 2. More details and references about the material properties can be found in
our recent papers (Gu and Li, 2011; Kazemi et al., 2011).
Femoral
3 1600 0.9 480 0.26 0.36 0.002 0.001
cartilage
Tibial
2 1000 2 1000 0.26 0.36 0.002 0.001
cartilage
Table 2. Material properties of the soft tissues used in the finite element simulation
For the intact and partially meniscectomized knees, six contact pairs were defined (three on
the medial and three on the lateral side): femoral cartilage-tibial cartilage, femoral cartilage-
menisci and menisci-tibial cartilage. Obviously, for the total meniscectomy, only contacts
between the femoral and tibial cartilages remained (2 pairs). Frictional contact with a
coefficient of 0.02 (Mow et al., 1993) was considered for all the contacts.
The ends of the ligaments and menisci were TIED (fixed) to the bones at the insertion sites.
This is obviously in agreement with the actual attachment of the ligaments to the bones. The
ends of meniscus are actually fixed to the tibia through meniscus horns. The horns were not
particularly modeled in the present study.
displacement and fluid pressure was satisfied, the final convergence was accepted when the
largest increment in fluid pressure was less than a given value (5 kPa in all cases presented
here).
The computer simulations were done on the high performance computers at the University
of Calgary (Westgrid) and on our Dell workstations (4 CPUs with 16 GB RAMs). It took a
week or two to complete one simulation.
3. Results
Most of the results were plotted for the times 1 and 2000 seconds. The knee compression
reached its maximum of 0.3 mm at 1 second followed by relaxation. At 2000 second, the
fluid pressure was greatly reduced for the relaxation loading protocol considered (this time
may not be long enough for substantial pressure reduction in other cases).
Fig. 2. Fluid pressure in the menisci of an intact right knee. The pressure was obtained for
the centroids of the elements. The lateral meniscus is on the right with the posterior side
shown in the lower part in each figure (top view)
Fig. 3. Fluid pressure in the tibial cartilages of the intact knee. The pressure was obtained for
the centroids of the elements. The lateral side is on the right (top view)
NORMAL KNEE − Selected results for the intact joint are shown in Figs. 2-6. The lateral
meniscus, which is on the right in Fig. 2a or 2b, was more pressurized than the medial one.
The high-pressure region moved toward the anterior side with relaxation (Fig. 2b). The tibial
Fluid Pressurization in Cartilages and Menisci in the Normal and Repaired Human Knees 285
cartilage, on the other hand, was more pressurized on the medial side (Fig. 3). The short-
term contact pressure on the articular surface of the tibial cartilage, which could be in
contact with the femoral cartilage and menisci, was consistent with the fluid pressure (Figs.
4a vs 3a). A bigger difference in pattern between the fluid and contact pressures was
observed at 2000 second (Figs. 4b vs 3b), because the fluid pressure was less significant at
later times.
Fig. 4. Contact pressure on the articular surface of the tibial cartilages for the intact knee. The
lateral side is on the right (top view)
Fig. 5. Fluid pressure in the deep layer of the femoral cartilage for the intact knee. The
pressure was obtained for the centroids of the elements that were located approximately 3/4
of the depth from the articular surface. The medial condyle is on the right (inferior view)
286 Modeling and Simulation in Engineering
The fluid pressure contour for the deep layer of the femoral cartilage (Fig. 5) shows a more
regular pattern than that for the menisci (Fig. 2), possibly indicating better results. This was
probably because the mesh for the femoral cartilage was more refined, and the mesh for the
menisci was mostly irregular due to the wedge shape of the menisci. The contact pressure
on the articular surface of the femoral cartilage (Fig. 6) had some similarities with the fluid
pressure (Fig. 5), but the differences in distribution are clearly seen. One can also see that the
contact pressure in the knee was mainly contributed by the fluid pressurization, because it
was decreased substantially with relaxation (Fig. 6b vs 6a).
Fig. 6. Contact pressure on the articular surface of the femoral cartilage for the intact knee.
The medial condyle is on the right (inferior view). The colors do not show the contact areas
exactly, because each color stands for a range of contact pressure. In particular, the color
grey does not mean precisely zero pressure there.
It should be noted that all results presented here were obtained using the small deformation
assumption. The compression of 0.3 mm was not a physiological loading. The maximum
pressures shown in Fig. 6 is merely 10% of possible maximum pressure. The high-pressure
regions may be altered if large compression is applied.
PARTIAL MENISCECTOMY − The contact mechanics of the knee was also investigated
previously for six cases of partial meniscectomies. In that study (to be published), creep
loading protocols were considered. We consider the relaxation loading here for two cases
only, the extended lateral and medial meniscectomies. The effect of partial meniscal
resections on joint mechanics was more significant in these two cases (Figs. 7-10).
The fluid pressures in the menisci for the two cases of partial meniscectomies were
preliminary (Fig. 7). No substantial differences were observed for the two cases (although
some small differences are shown in Fig. 7, as comparing Figs. 7a with 7c and 7b with 7d). It
was not clear whether this was due to the inaccuracy of the mesh for the menisci or due to
Fluid Pressurization in Cartilages and Menisci in the Normal and Repaired Human Knees 287
small compression applied to the knee. For the same two cases, however, significantly
different fluid pressures were observed in the tibial cartilages (Fig. 8). The higher fluid
pressure occurred at the side where the meniscus was partially removed. Furthermore, the
maximum fluid pressure was much greater in the case of extended medial meniscectomy
(Fig. 8c,d) than that in extended lateral meniscectomy (Fig. 8a,b). This was the case because
the higher pressure should have occurred on the medial side even for the intact knee. Now,
the meniscectomy on this side made it worse with higher pressurization (Fig. 8, lower
figures compared to the upper figures respectively).
Fig. 7. Fluid pressure (MPa) in the menisci of partial meniscectomized knees. (a) and (b)
extended lateral meniscectomy; (c) and (d) extended medial meniscectomy. The lateral
meniscus is on the right with the posterior side shown in the lower part in each figure (top
view). The sites of resection are indicated with the dashed lines.
288 Modeling and Simulation in Engineering
Fig. 8. Fluid pressure (MPa) in the tibial cartilages. (a) and (b) extended lateral
meniscectomy; (c) and (d) extended medial meniscectomy. The pressure was obtained for
the centroids of the elements. The lateral side is on the right (top view)
Fig. 9. Contact pressure (MPa) on the articular surface of the tibial cartilages for the case of
extended lateral meniscectomy. The lateral side is on the right (top view)
Fluid Pressurization in Cartilages and Menisci in the Normal and Repaired Human Knees 289
The contact pressures on the articular surfaces are shown in Fig. 9 for the tibial cartilages
and Fig. 10 for the femoral cartilage, both for the case of extended lateral meniscectomy.
Again, the contact pressures were very low at later stage of relaxation (Figs. 9b and 10b). It
was not clear why the maximum contact pressures on the surface (Fig. 9a) were not greater
than the maximum fluid pressure within the tissue shown in Fig. 8a. However, it was most
likely due to the coarse mesh for the tibial cartilages. There was only one layer of elements
for the tibial cartilages, comparing to four layers of elements for the femoral cartilage.
Fig. 10. Contact pressure on the articular surface of the femoral cartilage for the case of
extended lateral meniscectomy. The medial condyle is on the right (inferior view)
Fig. 11. Fluid pressure in the tibial cartilages for the case of total meniscectomy. The lateral
side is on the right and posterior side below (top view)
290 Modeling and Simulation in Engineering
TOTAL MENISCECTOMY − The fluid pressures in the tibial and femoral cartilages are
shown in Figs. 11 and 12, respectively, for the case of total meniscectomy, i.e. when both
menisci were removed. The contours here look more in regular shape, possibly because the
poorly-shaped meniscal elements were removed. The dissipation of fluid pressure was
substantially slowed down by total meniscectomy (Figs. 11 and 12). The peak fluid pressure
was the maximum at 1 second. The maximum fluid pressure was still at 32% and 11% of the
peak value, respectively, even at 2000 and 10000 seconds (Fig. 11). The medial condyle was
more pressurized than the lateral one at 1 second, but the loading was more balanced
between the two condyles at 2000 seconds (Fig. 12).
Fig. 12. Fluid pressure in the deep layer of the femoral cartilage for the case of total
meniscectomy. The pressure was obtained for the centroids of the elements that were
located approximately 3/4 of the depth from the articular surface. The medial condyle is on
the right (inferior view)
Comparing to the intact knee, a greater fluid pressure gradient was produced by meniscal
removal and it was significant for at least 100 seconds (Fig. 11a,b). Note this was the case of
relaxation loading: the maximum compression was constant after 1 second. It was possible
that part of the 0.3mm-compression was absorbed by the menisci for the case of the intact
knee. The greater pressure gradient was more likely produced by stress concentration.
4. Discussions
The fluid pressures in the cartilaginous tissues and contact pressures between the
articulating surfaces were obtained for the normal, partial and total meniscectomized
human knees. The constitutive law for the soft tissues was previously developed and
numerically incorporated in the commercial finite element software ABAQUS (Li et al.,
1999b, 2009). The present results complemented our recent studies, when we simulated 0.1-
mm compressive relaxation for the intact knee (Gu and Li, 2011) and 300-N creep loading
for the total meniscectomized knee (Kazemi at al., 2011). There were indications that some of
our previous results were compatible with limited experimental data available from the
literature. Here, we were not able to validate the computational results with more
experimental data. However, we saw that the fluid pressure in Fig. 3a was compatible with
the contact pressure in Fig. 4a: they had similar distributions but the contact pressure, which
was contributed from both the fluid pressure and the tissue matrix, was greater than the
Fluid Pressurization in Cartilages and Menisci in the Normal and Repaired Human Knees 291
fluid pressure. We also observed that both the maximum fluid and contact pressures
occurred at the medial-anterior side (Figs. 3a, 4a, 5a and 6a) (note that Figs. 3 and 4 are top
view, while Figs. 5 and 6 are inferior view). These observations indicated reasonable results.
with MRI under static compression and cadaveric knee mechanical tests. This is beyond the
scope of this chapter.
6. Acknowledgments
The present study was partially supported by the Natural Sciences and Engineering
Research Council (NSERC) of Canada. The second author also received a scholarship from
the NSERC Create training program. The knee geometry was reconstructed using MRI data
by Drs. Ming Zhang and Jason Cheung at the Hong Kong Polytechnic University in China.
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ISSN 0954-4119