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  1. Abstract The method of kinematic synthesis requires finding the solution set of a system of polynomials. Parameter homotopy continuation is used to solve these systems and requires repeatedly solving systems of linear equations. For kinematic synthesis, the associated linear systems become ill-conditioned, resulting in a marked decrease in the number of solutions found due to path tracking failures. This unavoidable ill-conditioning places a premium on accurate function and matrix evaluations. Traditionally, variables are eliminated to reduce the dimension of the problem. However, this greatly increases the computational cost of evaluating the resulting functions and matrices and introduces numerical instability. We propose avoiding the elimination of variables to reduce required computations, increasing the dimension of the linear systems, but resulting in matrices that are quite sparse. We then solve these systems with sparse solvers to save memory and increase speed. We found that this combination resulted in a speedup of up to 250 × over traditional methods while maintaining the same accuracy. 
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  2. Abstract This paper presents an implementation of a homotopy path tracking algorithm for polynomial numerical continuation on a graphical processing unit (GPU). The goal of this algorithm is to track homotopy curves from known roots to the unknown roots of a target polynomial system. The path tracker solves a set of ordinary differential equations to predict the next step and uses a Newton root finder to correct the prediction so the path stays on the homotopy solution curves. In order to benefit from the computational performance of a GPU, we organize the procedure so it is executed as a single instruction set, which means the path tracker has a fixed step size and the corrector has a fixed number iterations. This trade-off between accuracy and GPU computation speed is useful in numerical kinematic synthesis where a large number of solutions must be generated to find a few effective designs. In this paper, we show that our implementation of GPU-based numerical continuation yields 85 effective designs in 63 s, while an existing numerical continuation algorithm yields 455 effective designs in 2 h running on eight threads of a workstation. 
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  3. This paper examines the results of synthesis algorithms for four-, six-, and eight-bar linkages for rectilinear movement. Rectilinear movement is useful for applications such as suspensions that provide linear movement with out a rotation component. The algorithm yields one four-bar, seven six-bar, and 32 eightbar linkages. The synthesis strategy begins with a task guided by a multi-degree of freedom chain. The algorithm computes constraints to guide the required movement with one degree-offreedom. Each computed design is analyzed to ensure smooth movement through the specified set of task positions. Finally, we identify the design that has the least variation from a pure rectilinear movement. 
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