A fast and robust Six-DoF god object heuristic for haptic rendering of complex models with friction

M. Sagardia, T. Hulin
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引用次数: 6

Abstract

Collision detection and force computation between complex geometries are essential technologies for virtual reality and robotic applications. Penalty-based haptic rendering algorithms provide a fast collision computation solution, but they cannot avoid the undesired interpenetration between virtual objects, and have difficulties with thin non-watertight geometries. God object methods or constraint-based haptic rendering approaches have shown to solve this problem, but are typically complex to implement and computationally expensive. This paper presents an easy-to-implement god object approach applied to six-DoF penalty-based haptic rendering algorithms. Contact regions are synthesized to penalty force and torque values and these are used to compute the position of the god object on the surface. Then, the pose of this surface proxy is used to render stiff and stable six-DoF contacts with friction. Independently of the complexity of the used geometries, our implementation runs in only around 5 μs and the results show a maximal penetration error of the resolution used in the penalty-based haptic rendering algorithm.
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一种快速鲁棒的六自由度理想物体启发式方法用于复杂摩擦模型的触觉绘制
复杂几何图形之间的碰撞检测和力计算是虚拟现实和机器人应用的关键技术。基于惩罚的触觉渲染算法提供了一种快速的碰撞计算解决方案,但它们不能避免虚拟物体之间不希望的相互渗透,并且在薄的非水密几何上存在困难。上帝对象方法或基于约束的触觉渲染方法已经证明可以解决这个问题,但通常实现起来很复杂,计算成本很高。本文提出了一种易于实现的基于六自由度判罚的触觉渲染算法。将接触区域合成为惩罚力和扭矩值,并使用这些值来计算目标在表面上的位置。然后,利用该表面代理的位姿来绘制具有摩擦的刚性和稳定的六自由度接触。与所使用的几何形状的复杂性无关,我们的实现仅在5 μs左右运行,结果表明基于惩罚的触觉渲染算法中使用的分辨率的最大穿透误差。
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