64 resultados para Quasi-3D mechanics model
Resumo:
Ya en el informe acerca del estado de la tecnología en la excavación profunda y en la construcción de túneles en terreno duro presentado en la 7ª Conferencia en Mecánica de Suelos e Ingeniería de la Cimentación, Peck (1969) introdujo los tres temas a ser tenidos en cuenta para el diseño de túneles en terrenos blandos: o Estabilidad de la cavidad durante la construcción, con particular atención a la estabilidad del frente del túnel; o Evaluación de los movimientos del terreno inducidos por la construcción del túnel y de la incidencia de los trabajos subterráneos a poca profundidad sobre los asentamientos en superficie; o Diseño del sistema de sostenimiento del túnel a instalar para asegurar la estabilidad de la estructura a corto y largo plazo. Esta Tesis se centra en los problemas señalados en el segundo de los puntos, analizando distintas soluciones habitualmente proyectadas para reducir los movimientos inducidos por la excavación de los túneles. El objeto de la Tesis es el análisis de la influencia de distintos diseños de paraguas de micropilotes, pantalla de micropilotes, paraguas de jet grouting y pantallas de jet grouting en los asientos en superficie durante la ejecución de túneles ejecutados a poca profundidad, con objeto de buscar el diseño que optimice los medios empleados para una determinada reducción de asientos. Para ello se establecen unas premisas para los proyectistas con objeto de conocer a priori cuales son los tratamientos más eficientes (de los propuestos en la Tesis) para la reducción de asientos en superficie cuando se ha de proyectar un túnel, de tal manera que pueda tener datos cualitativos y algunos cuantitativos sobre los diseños más óptimos, utilizando para ello un programa de elementos finitos de última generación que permite realizara la simulación tensodeformación del terreno mediante el modelo de suelo con endurecimiento (Hardening Soil Small model), que es una variante elastoplástica del modelo hiperbólico, similar al Hardening Soil Model. Además, este modelo incorpora una relación entre deformación y el modulo de rigidez, simulando el diferente comportamiento del suelo para pequeñas deformaciones (por ejemplo vibraciones con deformaciones por debajo de 10-5 y grandes deformaciones (deformaciones > 10-3). Para la realización de la Tesis se han elegido cinco secciones de túnel, dos correspondiente a secciones tipo de túnel ejecutado con tuneladora y tres secciones ejecutados mediante convencionales (dos correspondientes a secciones que han utilizado el método Belga y una que ha utilizado el NATM). Para conseguir los objetivos marcados, primeramente se ha analizado mediante una correlación entre modelos tridimensionales y bidimensionales el valor de relajación usado en estos últimos, y ver su variación al cambio de parámetros como la sección del túnel, la cobertera, el procedimiento constructivo, longitud de pase (métodos convencionales) o presión del frente (tuneladora) y las características geotécnicas de los materiales donde se ejecuta el túnel. Posteriormente se ha analizado que diseño de pantalla de protección tiene mejor eficacia respecto a la reducción de asientos, variando distintos parámetros de las características de la misma, como son el empotramiento, el tipo de micropilotes o pilote, la influencia del arriostramiento de las pantallas de protección en cabeza, la inclinación de la pantalla, la separación de la pantalla al eje del túnel y la disposición en doble fila de la pantalla de pantalla proyectada. Para finalizar el estudio de la efectividad de pantalla de protección para la reducción de asiento, se estudiará la influencia de la sobrecarga cercanas (simulación de edificios) tiene en la efectividad de la pantalla proyectada (desde el punto de vista de reducción de movimientos en superficie). Con objeto de poder comparar la efectividad de la pantalla de micropilotes respecto a la ejecución de un paraguas de micropilotes se ha analizado distintos diseños de paraguas, comparando el movimiento obtenido con el obtenido para el caso de pantalla de micropilotes, comparando ambos resultados con los medidos en obras ya ejecutadas. En otro apartado se ha realizado una comparación entre tratamientos similar, comparándolos en este caso con un paraguas de jet grouting y pantallas de jet grouting. Los resultados obtenidos se han con valores de asientos medidos en distintas obras ya ejecutadas y cuyas secciones se corresponden a los empleados en los modelos numéricos. Since the report on the state of technology in deep excavation and tunnelling in hard ground presented at the 7th Conference on Soil Mechanics and Foundation Engineering, Peck (1969) introduced the three issues to be taken into account for the design of tunnels in soft ground: o Cavity Stability during construction, with particular attention to the stability of the tunnel face; o Evaluation of ground movements induced by tunnelling and the effect of shallow underground workings on surface settlement; o Design of the tunnel support system to be installed to ensure short and long term stability of the structure. This thesis focuses on the issues identified in the second point, usually analysing different solutions designed to reduce the movements induced by tunnelling. The aim of the thesis is to analyse the influence of different micropile forepole umbrellas, micropile walls, jet grouting umbrellas and jet grouting wall designs on surface settlements during near surface tunnelling in order to use the most optimal technique to achieve a determined reduction in settlement. This will establish some criteria for designers to know a priori which methods are most effective (of those proposed in the thesis) to reduce surface settlements in tunnel design, so that it is possible to have qualitative and some quantitative data on the optimal designs, using the latest finite element modelling software that allows simulation of the ground’s infinitesimal strain behaviour using the Hardening Soil Small Model, which is a variation on the elasto-plastic hyperbolic model, similar to Hardening Soil model. In addition, this model incorporates a relationship between strain and the rigidity modulus, simulating different soil behaviour for small deformations (eg deformation vibrations below 10-5 and large deformations (deformations > 10-3). For the purpose of this thesis five tunnel sections have been chosen, two sections corresponding to TBM tunnels and three sections undertaken by conventional means (two sections corresponding to the Belgian method and one corresponding to the NATM). To achieve the objectives outlined, a correlation analysis of the relaxation values used in the 2D and 3D models was undertaken to verify them against parameters such as the tunnel cross-section, the depth of the tunnel, the construction method, the length of step (conventional method) or face pressure (TBM) and the geotechnical characteristics of the ground where the tunnel is constructed. Following this, the diaphragm wall design with the greatest efficiency regarding settlement reduction was analysed, varying parameters such as the toe depth, type of micropiles or piles, the influence of bracing of the head protection diaphragm walls, the inclination of the diaphragm wall, the separation between the diaphragm wall and the tunnel axis and the double diaphragm wall design arrangement. In order to complete the study into the effectiveness of protective diaphragm walls ofn the reduction of settlements, the influence of nearby imposed loads (simulating buildings) on the effectiveness of the designed diaphragm walls (from the point of view of reducing surface movements) will be studied. In order to compare the effectiveness of micropile diaphragm walls regarding the installation of micropile forepole umbrellas, different designs of these forepole umbrellas have been analysed comparing the movement obtained with that obtained for micropiled diaphragm walls, comparing both results with those measured from similar completed projects. In another section, a comparison between similar treatments has been completed, comparing the treatments with a forepole umbrella by jet grouting and jet grouting walls. The results obtained compared with settlement values measured in various projects already completed and whose sections correspond to those used in the numerical models.
Resumo:
In this paper, a novel method to simulate radio propagation is presented. The method consists of two steps: automatic 3D scenario reconstruction and propagation modeling. For 3D reconstruction, a machine learning algorithm is adopted and improved to automatically recognize objects in pictures taken from target regions, and 3D models are generated based on the recognized objects. The propagation model employs a ray tracing algorithm to compute signal strength for each point on the constructed 3D map. Our proposition reduces, or even eliminates, infrastructure cost and human efforts during the construction of realistic 3D scenes used in radio propagation modeling. In addition, the results obtained from our propagation model proves to be both accurate and efficient
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The vertical dynamic actions transmitted by railway vehicles to the ballasted track infrastructure is evaluated taking into account models with different degree of detail. In particular, we have studied this matter from a two-dimensional (2D) finite element model to a fully coupled three-dimensional (3D) multi-body finite element model. The vehicle and track are coupled via a non-linear Hertz contact mechanism. The method of Lagrange multipliers is used for the contact constraint enforcement between wheel and rail. Distributed elevation irregularities are generated based on power spectral density (PSD) distributions which are taken into account for the interaction. The numerical simulations are performed in the time domain, using a direct integration method for solving the transient problem due to the contact nonlinearities. The results obtained include contact forces, forces transmitted to the infrastructure (sleeper) by railpads and envelopes of relevant results for several track irregularities and speed ranges. The main contribution of this work is to identify and discuss coincidences and differences between discrete 2D models and continuum 3D models, as wheel as assessing the validity of evaluating the dynamic loading on the track with simplified 2D models
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Two quasi-aplanatic free-form solid V-groove collimators are presented in this work. Both optical designs are originally designed using the Simultaneous Multiple Surface method in three dimensions (SMS 3D). The second optically active surface in both free-form V-groove devices is designed a posteriori as a grooved surface. First two mirror (XX) design is designed in order to clearly show the design procedure and working principle of these devices. Second, RXI free-form design is comparable with existing RXI collimators; it is a compact and highly efficient design made of polycarbonate (PC) performing very good colour mixing of the RGGB LED sources placed off-axis. There have been presented rotationally symmetric non-aplanatic high efficiency collimators with colour mixing property to be improved and rotationally symmetric aplanatic devices with good colour mixing property and efficiency to be improved. The aim of this work was to design a free-form device in order to improve colour mixing property of the rotationally symmetric nonaplanatic RXI devices and the efficiency of the aplanatic ones.
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The effect of infill walls on the behaviour of frames is widely recognized, and, for several decades now, has been the subject of numerous experimental investigations. However, the analytical modeling of infilled panels and frames under in-plane loading is difficult and generally unreliable. From the point of view of the simulation technique the models may be divided into micromodels and simplified (or macro-) models. Based on the equivalent strut approach (simplified model), in this paper a damage model is proposed for the characterization of masonry walls submitted to lateral cyclic loads. The model, developed along the lines of the Continuum Damage Mechanics, have the advantages of including explicitly the coupling between damage and mechanical behaviour and so is consistent with the definition of damage as a phenomenon with mechanical consequences.
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Numerous damage models have been developed in order to analyse the seismic behavior. Among the different possibilities existing in the literature, it is very clear that models developed along the lines of Continuum Damage Mechanics are more consistent with the definition of damage like a phenomenon with mechanical consequences as they include explicitly the coupling between damage and mechanical behavior. On the other hand, for seismic processes, phenomena such as low cycle fatigue may have a pronounced effect on the overall behavior of the frames and, therefore, its consideration turns out to be very important. However, many of existing models evaluate the damage only as a function of the maximum amplitude of cyclic deformation without considering the number of cycles. In this paper, a generalization of the simplified model proposed by Flórez is made in order to include the low cycle fatigue. Such model employs in its formulation irreversible thermodynamics and internal state variable theory.
Finite Element Analysis Model of a Contactless Transformer for Battery Chargers in Electric Vehicles
Resumo:
A contactless transformer model is proposed in this paper using Finite Element Analysis (FEA). This model can be used to simulate Inductive Coupling Power Transfer (ICPT) systems with good accuracy of the transformer and reduce the fabrication time of these systems. The model not only takes into account the geometry of the windings but also the frequency effects in them. As the transformer does not have a magnetic core, it is complicated to model because the flux is expanded in the area around the windings. In order to obtain a very accurate model, it is necessary to use a 2D/3D field solver.
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In this paper, a novel method to simulate radio propagation is presented. The method consists of two steps: automatic 3D scenario reconstruction and propagation modeling. For 3D reconstruction, a machine learning algorithm is adopted and improved to automatically recognize objects in pictures taken from target region, and 3D models are generated based on the recognized objects. The propagation model employs a ray tracing algorithm to compute signal strength for each point on the constructed 3D map. By comparing with other methods, the work presented in this paper makes contributions on reducing human efforts and cost in constructing 3D scene; moreover, the developed propagation model proves its potential in both accuracy and efficiency.
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Como en todos los medios de transporte, la seguridad en los viajes en avión es de primordial importancia. Con los aumentos de tráfico aéreo previstos en Europa para la próxima década, es evidente que el riesgo de accidentes necesita ser evaluado y monitorizado cuidadosamente de forma continúa. La Tesis presente tiene como objetivo el desarrollo de un modelo de riesgo de colisión exhaustivo como método para evaluar el nivel de seguridad en ruta del espacio aéreo europeo, considerando todos los factores de influencia. La mayor limitación en el desarrollo de metodologías y herramientas de monitorización adecuadas para evaluar el nivel de seguridad en espacios de ruta europeos, donde los controladores aéreos monitorizan el tráfico aéreo mediante la vigilancia radar y proporcionan instrucciones tácticas a las aeronaves, reside en la estimación del riesgo operacional. Hoy en día, la estimación del riesgo operacional está basada normalmente en reportes de incidentes proporcionados por el proveedor de servicios de navegación aérea (ANSP). Esta Tesis propone un nuevo e innovador enfoque para evaluar el nivel de seguridad basado exclusivamente en el procesamiento y análisis trazas radar. La metodología propuesta ha sido diseñada para complementar la información recogida en las bases de datos de accidentes e incidentes, mediante la provisión de información robusta de los factores de tráfico aéreo y métricas de seguridad inferidas del análisis automático en profundidad de todos los eventos de proximidad. La metodología 3-D CRM se ha implementado en un prototipo desarrollado en MATLAB © para analizar automáticamente las trazas radar y planes de vuelo registrados por los Sistemas de Procesamiento de Datos Radar (RDP) e identificar y analizar todos los eventos de proximidad (conflictos, conflictos potenciales y colisiones potenciales) en un periodo de tiempo y volumen del espacio aéreo. Actualmente, el prototipo 3-D CRM está siendo adaptado e integrado en la herramienta de monitorización de prestaciones de Aena (PERSEO) para complementar las bases de accidentes e incidentes ATM y mejorar la monitorización y proporcionar evidencias de los niveles de seguridad. ABSTRACT As with all forms of transport, the safety of air travel is of paramount importance. With the projected increases in European air traffic in the next decade and beyond, it is clear that the risk of accidents needs to be assessed and carefully monitored on a continuing basis. The present thesis is aimed at the development of a comprehensive collision risk model as a method of assessing the European en-route risk, due to all causes and across all dimensions within the airspace. The major constraint in developing appropriate monitoring methodologies and tools to assess the level of safety in en-route airspaces where controllers monitor air traffic by means of radar surveillance and provide aircraft with tactical instructions lies in the estimation of the operational risk. The operational risk estimate normally relies on incident reports provided by the air navigation service providers (ANSPs). This thesis proposes a new and innovative approach to assessing aircraft safety level based exclusively upon the process and analysis of radar tracks. The proposed methodology has been designed to complement the information collected in the accident and incident databases, thereby providing robust information on air traffic factors and safety metrics inferred from the in depth assessment of proximate events. The 3-D CRM methodology is implemented in a prototype tool in MATLAB © in order to automatically analyze recorded aircraft tracks and flight plan data from the Radar Data Processing systems (RDP) and identify and analyze all proximate events (conflicts, potential conflicts and potential collisions) within a time span and a given volume of airspace. Currently, the 3D-CRM prototype is been adapted and integrated in AENA’S Performance Monitoring Tool (PERSEO) to complement the information provided by the ATM accident and incident databases and to enhance monitoring and providing evidence of levels of safety.
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La consola portátil Nintendo DS es una plataforma de desarrollo muy presente entre la comunidad de desarrolladores independientes, con una extensa y nutrida escena homebrew. Si bien las capacidades 2D de la consola están muy aprovechadas, dado que la mayor parte de los esfuerzos de los creadores amateur están enfocados en este aspecto, el motor 3D de ésta (el que se encarga de representar en pantalla modelos tridimensionales) no lo está de igual manera. Por lo tanto, en este proyecto se tiene en vista determinar las capacidades gráficas de la Nintendo DS. Para ello se ha realizado una biblioteca de funciones en C que permite aprovechar las posibilidades que ofrece la consola en el terreno 3D y que sirve como herramienta para la comunidad homebrew para crear aplicaciones 3D de forma sencilla, dado que se ha diseñado como un sistema modular y accesible. En cuanto al proceso de renderizado se han sacado varias conclusiones. En primer lugar se ha determinado la posibilidad de asignar varias componentes de color a un mismo vértice (color material reactivo a la iluminación, color por vértice directo y color de textura), tanto de forma independiente como simultáneamente, pudiéndose utilizar para aplicar diversos efectos al modelo, como iluminación pre-calculada o simulación de una textura mediante color por vértice, ahorrando en memoria de video. Por otro lado se ha implementado un sistema de renderizado multi-capa, que permite realizar varias pasadas de render, pudiendo, de esta forma, aplicar al modelo una segunda textura mezclada con la principal o realizar un efecto de reflexión esférica. Uno de los principales avances de esta herramienta con respecto a otras existentes se encuentra en el apartado de animación. El renderizador desarrollado permite por un lado animación por transformación, consistente en la animación de mallas o grupos de vértices del modelo mediante el movimiento de una articulación asociada que determina su posición y rotación en cada frame de animación. Por otro lado se ha implementado un sistema de animación por muestreo de vértices mediante el cual se determina la posición de éstos en cada instante de la animación, generando frame a frame las poses que componen el movimiento (siendo este último método necesario cuando no se puede animar una malla por transformación). Un mismo modelo puede contener diferentes esqueletos, animados independientemente entre sí, y cada uno de ellos tener definidas varias costumbres de animación que correspondan a movimientos contextuales diferentes (andar, correr, saltar, etc). Además, el sistema permite extraer cualquier articulación para asociar su transformación a un objeto estático externo y que éste siga el movimiento de la animación, pudiendo así, por ejemplo, equipar un objeto en la mano de un personaje. Finalmente se han implementado varios efectos útiles en la creación de escenas tridimensionales, como el billboarding (tanto esférico como cilíndrico), que restringe la rotación de un modelo para que éste siempre mire a cámara y así poder emular la apariencia de un objeto tridimensional mediante una imagen plana, ahorrando geometría, o emplearlo para realizar efectos de partículas. Por otra parte se ha implementado un sistema de animación de texturas por subimágenes que permite generar efectos de movimiento mediante imágenes, sin necesidad de transformar geometría. ABSTRACT. The Nintendo DS portable console has received great interest within the independent developers’ community, with a huge homebrew scene. The 2D capabilities of this console are well known and used since most efforts of the amateur creators has been focused on this point. However its 3D engine (which handles with the representation of three-dimensional models) is not equally used. Therefore, in this project the main objective is to assess the Nintendo DS graphic capabilities. For this purpose, a library of functions in C programming language has been coded. This library allows the programmer to take advantage of the possibilities that the 3D area brings. This way the library can be used by the homebrew community as a tool to create 3D applications in an easy way, since it has been designed as a modular and accessible system. Regarding the render process, some conclusions have been drawn. First, it is possible to assign several colour components to the same vertex (material colour, reactive to the illumination, colour per vertex and texture colour), independently and simultaneously. This feature can be useful to apply certain effects on the model, such as pre-calculated illumination or the simulation of a texture using colour per vertex, providing video memory saving. Moreover, a multi-layer render system has been implemented. This system allows the programmer to issue several render passes on the same model. This new feature brings the possibility to apply to the model a second texture blended with the main one or simulate a spherical reflection effect. One of the main advances of this tool over existing ones consists of its animation system. The developed renderer includes, on the one hand, transform animation, which consists on animating a mesh or groups of vertices of the model by the movement of an associated joint. This joint determines position and rotation of the mesh at each frame of the animation. On the other hand, this tool also implements an animation system by vertex sampling, where the position of vertices is determined at every instant of the animation, generating the poses that build up the movement (the latter method is mandatory when a mesh cannot be animated by transform). A model can contain multiple skeletons, animated independently, each of them being defined with several animation customs, corresponding to different contextual movements (walk, run, jump, etc). Besides, the system allows extraction of information from any joint in order to associate its transform to a static external object, which will follow the movement of the animation. This way, any object could be equipped, for example, on the hand of a character. Finally, some useful effects for the creation of three-dimensional scenes have been implemented. These effects include billboarding (both spherical and cylindrical), which constraints the rotation of a model so it always looks on the camera's direction. This feature can provide the ability to emulate the appearance of a three-dimensional model through a flat image (saving geometry). It can also be helpful in the implementation of particle effects. Moreover, a texture animation system using sub-images has also been implemented. This system allows the generation of movement by using images as textures, without having to transform geometry.
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A two electron-temperature, quasi-steady model of the corona of a laser-ablated pellet is considered. Ablation pressure, critical radius and mass flow rate are determined. Results are close to those obtained with heat flux saturation well below the free-streaming limit.
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In the last years many studies have been developed to analyze the seismic behavior throug the damage concept. In fact, the evaluation of the structural damage is important in order to quantify the safety of new and existing structures and, also, to establish a framework for seismic retrofitting decision making of structures. Most proposed models are based on a post-earthquake evaluation in such a way they uncouple the computation of the structural response from that of damage. However, there are other models which include explicity the existing coupling between the degradation and the structural mechanical beaviour. Those models are closer to the physical reality and its formulation is based on the principles of Continuum Damage Mechanics. In the present work, a coupled model is formulated using a simplified application of the Continuum Damage Mechanics to the analysis of frames and allows its representation in standard finite element programs. This work is part of the activities developed by the Structural Mechanics Department (UPM) within ICONS (European Research Project on Innovative Seismic Design Concepts for New and Existing Structures).
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An Eulerian multifluid model is used to describe the evolution of an electrospray plume and the flow induced in the surrounding gas by the drag of the electrically charged spray droplets in the space between an injection electrode containing the electrospray source and a collector electrode. The spray is driven by the voltage applied between the two electrodes. Numerical computations and order-of-magnitude estimates for a quiescent gas show that the droplets begin to fly back toward the injection electrode at a certain critical value of the flux of droplets in the spray, which depends very much on the electrical conditions at the injection electrode. As the flux is increased toward its critical value, the electric field induced by the charge of the droplets partially balances the field due to the applied voltage in the vicinity of the injection electrode, leading to a spray that rapidly broadens at a distance from its origin of the order of the stopping distance at which the droplets lose their initial momentum and the effect of their inertia becomes negligible. The axial component of the electric field first changes sign in this region, causing the fly back. The flow induced in the gas significantly changes this picture in the conditions of typical experiments. A gas plume is induced by the drag of the droplets whose entrainment makes the radius of the spray away from the injection electrode smaller than in a quiescent gas, and convects the droplets across the region of negative axial electric field that appears around the origin of the spray when the flux of droplets is increased. This suppresses fly back and allows much higher fluxes to be reached than are possible in a quiescent gas. The limit of large droplet-to-gas mass ratio is discussed. Migration of satellite droplets to the shroud of the spray is reproduced by the Eulerian model, but this process is also affected by the motion of the gas. The gas flow preferentially pushes satellite droplets from the shroud to the core of the spray when the effect of the inertia of the droplets becomes negligible, and thus opposes the well-established electrostatic/inertial mechanism of segregation and may end up concentrating satellite droplets in an intermediate radial region of the spray.
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The project arises from the need to develop improved teaching methodologies in field of the mechanics of continuous media. The objective is to offer the student a learning process to acquire the necessary theoretical knowledge, cognitive skills and the responsibility and autonomy to professional development in this area. Traditionally the teaching of the concepts of these subjects was performed through lectures and laboratory practice. During these lessons the students attitude was usually passive, and therefore their effectiveness was poor. The proposed methodology has already been successfully employed in universities like University Bochum, Germany, University the South Australia and aims to improve the effectiveness of knowledge acquisition through use by the student of a virtual laboratory. This laboratory allows to adapt the curricula and learning techniques to the European Higher Education and improve current learning processes in the University School of Public Works Engineers -EUITOP- of the Technical University of Madrid -UPM-, due there are not laboratories in this specialization. The virtual space is created using a software platform built on OpenSim, manages 3D virtual worlds, and, language LSL -Linden Scripting Language-, which imprints specific powers to objects. The student or user can access this virtual world through their avatar -your character in the virtual world- and can perform practices within the space created for the purpose, at any time, just with computer with internet access and viewfinder. The virtual laboratory has three partitions. The virtual meeting rooms, where the avatar can interact with peers, solve problems and exchange existing documentation in the virtual library. The interactive game room, where the avatar is has to resolve a number of issues in time. And the video room where students can watch instructional videos and receive group lessons. Each audiovisual interactive element is accompanied by explanations framing it within the area of knowledge and enables students to begin to acquire a vocabulary and practice of the profession for which they are being formed. Plane elasticity concepts are introduced from the tension and compression testing of test pieces of steel and concrete. The behavior of reticulated and articulated structures is reinforced by some interactive games and concepts of tension, compression, local and global buckling will by tests to break articulated structures. Pure bending concepts, simple and composite torsion will be studied by observing a flexible specimen. Earthquake resistant design of buildings will be checked by a laboratory test video.
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Purpose: A fully three-dimensional (3D) massively parallelizable list-mode ordered-subsets expectation-maximization (LM-OSEM) reconstruction algorithm has been developed for high-resolution PET cameras. System response probabilities are calculated online from a set of parameters derived from Monte Carlo simulations. The shape of a system response for a given line of response (LOR) has been shown to be asymmetrical around the LOR. This work has been focused on the development of efficient region-search techniques to sample the system response probabilities, which are suitable for asymmetric kernel models, including elliptical Gaussian models that allow for high accuracy and high parallelization efficiency. The novel region-search scheme using variable kernel models is applied in the proposed PET reconstruction algorithm. Methods: A novel region-search technique has been used to sample the probability density function in correspondence with a small dynamic subset of the field of view that constitutes the region of response (ROR). The ROR is identified around the LOR by searching for any voxel within a dynamically calculated contour. The contour condition is currently defined as a fixed threshold over the posterior probability, and arbitrary kernel models can be applied using a numerical approach. The processing of the LORs is distributed in batches among the available computing devices, then, individual LORs are processed within different processing units. In this way, both multicore and multiple many-core processing units can be efficiently exploited. Tests have been conducted with probability models that take into account the noncolinearity, positron range, and crystal penetration effects, that produced tubes of response with varying elliptical sections whose axes were a function of the crystal's thickness and angle of incidence of the given LOR. The algorithm treats the probability model as a 3D scalar field defined within a reference system aligned with the ideal LOR. Results: This new technique provides superior image quality in terms of signal-to-noise ratio as compared with the histogram-mode method based on precomputed system matrices available for a commercial small animal scanner. Reconstruction times can be kept low with the use of multicore, many-core architectures, including multiple graphic processing units. Conclusions: A highly parallelizable LM reconstruction method has been proposed based on Monte Carlo simulations and new parallelization techniques aimed at improving the reconstruction speed and the image signal-to-noise of a given OSEM algorithm. The method has been validated using simulated and real phantoms. A special advantage of the new method is the possibility of defining dynamically the cut-off threshold over the calculated probabilities thus allowing for a direct control on the trade-off between speed and quality during the reconstruction.