FoilVision · Biomechanics Module

Fencing Lunge — Joint Impact Force Simulator

A classical-mechanics model of the ground reaction force and the load transmitted to the knee and ankle when the front foot lands in a lunge. Tune the athlete and the technique, watch the figure and force vectors respond, and explore what drives injury risk — impulse–momentum and Newton's laws only, no deep learning.

Presets:

Lunge & force vectors

Front-knee bend tracks lunge depth; stride tracks speed. Arrows show force magnitude at each joint.

GRF   Knee   Ankle

Parameters

Everything updates live.

40120 kg
150200 cm
slow · 1 m/sexplosive · 5 m/s
shallow · 5 cmdeep · 45 cm
stiff · 20 mssoft · 150 ms
flatheel-first 40°
glidehard brake
Surface
Impact pulse shape Sets k = peak ÷ average force — see “What is the pulse factor k?” below.

Estimated impact loads

Peak values during landing.

Peak ground reaction force
×BW
Knee joint force
×BW
Ankle joint force
×BW
Knee flexion at landing
°
effective contact
Velocity arrested (Δv)
m/s
forward + vertical
Landing impulse (J = m·Δv)
N·s
momentum removed

Knee impact risk (illustrative)

A qualitative band based on peak knee load in body-weights — for comparing techniques, not diagnosis.

08×BW16×BW24×BW+

Vary one parameter; all others stay at current values. Dashed line = now.

Ground reaction (×BW) Knee (×BW) Ankle (×BW)

Body-segment masses

From your body mass using standard anthropometric fractions (Winter). These weight the joint-load model.

Segment% of body massMass

The physics

Vertical landing speed from the COM drop h, boosted slightly by a steeper foot strike:

vvert = √(2 g h) · (1 + 0.2 sin φ)

Velocity the front leg arrests (braked forward + vertical):

Δv = √( (f · vfwd)² + vvert² )

Effective contact time (surface & strike), then force (impulse–momentum + Newton II):

Δteff = Δt · s · (1 − 0.25 sin φ) Favg = m Δv / Δteff + m g Fpeak = k · Favg

Joint loads — knee amplified by flexion, ankle ≈ full GRF:

Fknee = Fpeak · (1 + 0.9(1 − cos θ)) Fankle = Fpeak · (1 − mfoot/m)

What is the pulse factor k?

When the foot lands, the ground reaction force is not constant — it climbs from zero, peaks, and falls back to zero over the contact time Δt. That curve is the impact pulse. Two facts about it matter:

  • The area under the curve is fixed by physics — it equals the impulse, the momentum the leg removes (J = m·Δv plus the weight term). You can't change it for a given landing.
  • But for the same area, a spikier curve reaches a higher peak — and it's the peak force, not the average, that stresses the joint.

k is the ratio that captures this — the peak force divided by the average force:

k = Fpeak / Favg  ⟹  Fpeak = k · Favg   where  Favg = m·Δv/Δteff + m·g

You don't choose k freely — it is derived from the pulse shape. The average force is the area under F(t) divided by Δt, so each geometry fixes its own peak-to-average ratio:

Pulse shapeForce over time F(t)Average forcek = peak / avg
Rectangularconstant = FpeakFpeak1.00
Half-sineFpeak·sin(π·t/Δt)(2/π)·Fpeakπ/2 ≈ 1.57
Triangularup to Fpeak at Δt/2, then down½·Fpeak2.00

How each value comes out: for a rectangle the average is the peak, so k = 1. For a half-sine bump the mean height is 2/π of the peak, so k = π/2 ≈ 1.57. For a symmetric triangle the mean is exactly half the peak, so k = 2. Take-away: same impulse, spikier pulse → higher peak joint load — which is why a smoother, more absorbed landing lowers force without changing the athlete's speed or mass. Watch the Force–time pulse tab: its shaded area stays equal to the impulse while the peak rises and falls with k.

Model & assumptions

  • g = 9.81 m/s²; body weight BW = m·g. Peak factor k = peak force / average force is set by the impact pulse shape so the area under F(t) equals the impulse (rectangular 1.00, half-sine π/2 ≈ 1.57, triangular 2.00). A spikier pulse means a higher peak for the same landing.
  • Braking fraction f is how much forward momentum the front leg arrests on contact — the rest carries the body through the lunge.
  • Foot strike angle φ steepens the impact: it nudges vertical velocity up and shortens effective contact time (a heel-first landing is sharper than a flat one).
  • Surface multiplies contact time (a soft mat lengthens the deceleration, lowering peak force).
  • Knee amplification 1 + 0.9(1 − cos θ) reflects quadriceps/patellar load rising with knee flexion; θ maps from lunge depth (≈30° shallow → ≈110° deep). Ankle sees essentially the full ground reaction force.
  • Single rigid point-mass impact — no soft tissue, muscle co-contraction dynamics, or multi-segment inverse dynamics. Trends are reliable; absolute numbers are estimates.
Educational estimate, not a clinical measurement. This simplified classical-mechanics model shows how lunge parameters influence joint impact loads. The qualitative trends — stiffer, faster, deeper, sharper landings raise joint force; softer surfaces and longer contact times lower it — are robust. Absolute values are approximate; a validated study would use force plates and multi-segment inverse dynamics.