{"title":"体数据触觉渲染中碰撞检测的光线投射","authors":"Roman Vlasov, K. Friese, Franz-Erich Wolter","doi":"10.1145/2159616.2159661","DOIUrl":null,"url":null,"abstract":"A haptic exploration adds an additional dimension to working with 3D data: a sense of touch (figure 1). This is especially useful in areas such as medical training and pre-surgical planning, entertainment, CAD and others. Each haptic rendering frame consists of three stages: collision detection, collision response and force-feedback generation. In order to feel the 3D data smoothly, an update rate of at least 1 kHz is required [Brooks Jr. et al. 1990]. Unaddressed practical problems for almost all haptic rendering methods are that no guarantees for collision detection could be given and/or that a special topological structure of objects is required. Here we present an approach which does not have these drawbacks. Furthermore our algorithm has nearly constant time complexity independent of data resolution and does not require any additional precomputed structures. We focus on volumetric voxel data, since that is the direct input from the scanning devices. Other data types could be transformed to this one, if necessary.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"252 1","pages":"215"},"PeriodicalIF":0.0000,"publicationDate":"2012-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Ray casting for collision detection in haptic rendering of volume data\",\"authors\":\"Roman Vlasov, K. Friese, Franz-Erich Wolter\",\"doi\":\"10.1145/2159616.2159661\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"A haptic exploration adds an additional dimension to working with 3D data: a sense of touch (figure 1). This is especially useful in areas such as medical training and pre-surgical planning, entertainment, CAD and others. Each haptic rendering frame consists of three stages: collision detection, collision response and force-feedback generation. In order to feel the 3D data smoothly, an update rate of at least 1 kHz is required [Brooks Jr. et al. 1990]. Unaddressed practical problems for almost all haptic rendering methods are that no guarantees for collision detection could be given and/or that a special topological structure of objects is required. Here we present an approach which does not have these drawbacks. Furthermore our algorithm has nearly constant time complexity independent of data resolution and does not require any additional precomputed structures. We focus on volumetric voxel data, since that is the direct input from the scanning devices. Other data types could be transformed to this one, if necessary.\",\"PeriodicalId\":91160,\"journal\":{\"name\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"volume\":\"252 1\",\"pages\":\"215\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-03-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2159616.2159661\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159616.2159661","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
摘要
触觉探索为处理3D数据增加了一个额外的维度:触觉(图1)。这在医疗培训和手术前计划、娱乐、CAD等领域尤其有用。每个触觉渲染帧包括三个阶段:碰撞检测、碰撞响应和力反馈生成。为了平滑地感受3D数据,至少需要1 kHz的更新速率[Brooks Jr. et al. 1990]。对于几乎所有的触觉渲染方法来说,未解决的实际问题是无法保证碰撞检测和/或需要物体的特殊拓扑结构。这里我们提出了一种没有这些缺点的方法。此外,我们的算法具有与数据分辨率无关的几乎恒定的时间复杂度,并且不需要任何额外的预计算结构。我们专注于体素数据,因为这是扫描设备的直接输入。如有必要,可以将其他数据类型转换为此类型。
Ray casting for collision detection in haptic rendering of volume data
A haptic exploration adds an additional dimension to working with 3D data: a sense of touch (figure 1). This is especially useful in areas such as medical training and pre-surgical planning, entertainment, CAD and others. Each haptic rendering frame consists of three stages: collision detection, collision response and force-feedback generation. In order to feel the 3D data smoothly, an update rate of at least 1 kHz is required [Brooks Jr. et al. 1990]. Unaddressed practical problems for almost all haptic rendering methods are that no guarantees for collision detection could be given and/or that a special topological structure of objects is required. Here we present an approach which does not have these drawbacks. Furthermore our algorithm has nearly constant time complexity independent of data resolution and does not require any additional precomputed structures. We focus on volumetric voxel data, since that is the direct input from the scanning devices. Other data types could be transformed to this one, if necessary.