A real-time, interactive, 3-dimensional, computer graphic system for the study of one, two, and three degree-of-freedom joints in rotation

Horng-Haur Liu, W. Buford, R. Patterson
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Abstract

A system is described which provides for the arbitrary placement of axes of motion with respect to 3-D anatomical (skeletal) structures. The system extends upon earlier work in the interactive, real-time, simulation of musculoskeletal kinematics. Developed in a UNIX RISC platform, the simulation uses PHIGS Extension to X windows (PEX) to define kinematics models and Motif widgets for control of modeling variables through mouse, control dial, and keyboard interaction. Skeletal structures are triangular shaded polygons developed from Computerized Tomography (CT) scans. Rotational axes of motion represented by long, narrow cylindrical vectors are arbitrarily placed and fixed with respect to skeletal landmarks. Subsequent motion of distal bone segments are then controlled, visualized, and studied for verification of joint congruence and realistic placement. This report describes the simulation applied to the three joints of the thumb (up to six degrees of freedom), the wrist, and the knee (two degrees of freedom each).
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一种实时、交互式、三维的计算机图形系统,用于研究旋转中的一、二、三自由度关节
描述了一种系统,该系统提供了相对于三维解剖(骨骼)结构的运动轴的任意放置。该系统扩展了早期在交互式、实时、肌肉骨骼运动学仿真方面的工作。该仿真在UNIX RISC平台上开发,使用PHIGS扩展到X窗口(PEX)来定义运动学模型和Motif小部件,通过鼠标、控制拨盘和键盘交互来控制建模变量。骨骼结构是由计算机断层扫描(CT)形成的三角形阴影多边形。运动的旋转轴由长而窄的圆柱形矢量表示,相对于骨骼地标被任意放置和固定。然后控制、可视化和研究远端骨段的后续运动,以验证关节一致性和真实的放置。本报告描述了应用于拇指(最多六个自由度)、手腕和膝盖(每个两个自由度)三个关节的模拟。
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