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1.
虚拟现实系统的沉浸感和交互性是高性能系统的重要特征,对于医学应用的虚拟现实尤其如此.文中针对牙科手术培训中训练医生触力觉感受的需求,重点研究基于三角面片网格模型的真实感触力觉合成技术,包括基于多更新率的力觉渲染体系架构、基于均匀空间划分和时间连续性的实时碰撞检测算法、基于虚拟代理的接触碰撞响应算法、基于等效接触模型的切削力计算模型,以及滑动速度驱动的大规模数据多层次力觉渲染算法等.建立了力觉-视觉融合的牙科操作培训系统的原型物理样机,实现了龋齿探查、牙齿纵截面物理属性感知、牙体钻削制备等典型牙科手术操作模拟.文中的触力觉合成技术是构建虚拟现实培训系统的共性问题,不但适用于牙科手术操作领域,也可用于其他外科手术培训系统.  相似文献   

2.
针对现有人机交互系统中的力觉交互沉浸感不足的问题,提出了一种基于分布式系统的动态碰撞检测与虚拟力觉交互的控制策略。力觉交互系统采用分布式设计,主要包括:人机交互接口管理、空间位形解算和运动控制与碰撞检测等单元设计。在交互过程中,采用分层方式处理碰撞效果。根据模型所处虚拟空间的相对几何位置与碰撞后的运动状态构建虚拟力觉,并由交互管理单元映射至实体交互设备,实现操作者的力觉感知与交互。采用PHANTOM omni力反馈设备与Visual Studio 2010构建了动态碰撞检测的仿真实验系统,并进行了虚拟力觉交互实验。实验结果表明:操作者通过力反馈设备能够实现力觉感知与交互,有效解决了交互过程中的力觉效果不足的问题。  相似文献   

3.
传统的力触觉渲染多采用阻抗控制,不能很好地满足虚拟装配的应用要求,相比之下导纳控制模式更适用这一领域.为此提出一种基于导纳控制的双线程力觉渲染构架,并给出相应的力觉渲染算法.首先建立用于导纳控制的动力学模型,并讨论了碰撞和约束这2个状态下的力觉渲染;为了使用力觉交互接口进行虚拟装配中的小间隙装配,提出物理约束与几何约束结合的力觉渲染方法;最后针对物理计算和力反馈循环2个线程刷新频率不匹配的问题,利用二次拉格朗日多项式进行数值插值,实现了力觉交互接口的平稳输出.通过力反馈设备与自主开发的虚拟装配原型系统VAPP的连接与应用,验证了所提出的算法满足虚拟装配系统中力觉交互的应用要求.  相似文献   

4.
余景 《计算机仿真》2021,38(7):256-260
针对传统力觉交互操作过程复杂、模拟物理场景不真实的问题,提出支持嵌入式Web服务器的多层级力觉交互仿真研究方法.在嵌入式Web服务器的基础上添加离散LOD模型,计算相对交互速度,获得目标多层级的序列号进行碰撞计算,构建速度驱动模型.将碰撞检验离散速度驱动模型与SCP层级映射算法相结合,判定映射约束线段、映射约束包围盒单元,运用GHOST SDK计算二者的正交函数,确认满足模型的限制速度阈值条件,从而获得模型的速度参数值以及切换速度,完成力觉交互研究.仿真结果证明,所提方法可以有效解决力觉交互过程中出现的振动现象,提升场景真实感,并且计算简便,具有较高的稳定性与适用性.  相似文献   

5.
约束切换与阻抗显示力反馈设备的稳定性研究   总被引:2,自引:0,他引:2  
􀁽研究了虚拟现实力觉交互系统中基于阻抗显示原理的交互设备丧失稳定性的原因以及振荡抑制方法.通过分析单边约束的特点,将复杂虚拟物体形状的感知和交互过程归结为动态单边约束的接触问题.采用力反馈设备Phantom建立试验平台,通过分析不同类型的单边约束下虚拟力信号的时间和空间分布规律,发现了动态单边约束交互仿真中产生振荡的原因.给出了基于虚拟力信号空间梯度的消除振荡的方法.试验表明,该方法可以有效抑制振荡,实现稳定的力觉交互控制.  相似文献   

6.
触/力觉交互技术应用环境的复杂化,对复杂触/力觉场景的研究提出了新的挑战.文中以虚拟现实牙科手术训练系统为背景,研究基于速度驱动的复杂场景多层级力觉交互算法.文中采用CATIA对下牙列大量数据进行网格简化,建立了下牙列场景的层次细节(Levels Of Detail,LOD)模型;基于人类触觉感知的精度随交互速度的变化规律,设计了速度驱动的LOD模型触发机制;提出了虚拟工具化身SCP(Surface Contact Point)层级映射算法,保证了力觉交互设备的稳定性,并发现了映射约束线段的长度是保证力觉逼真性及实时性协调的关键变量;最后,设计了针对一般儿何体和复杂曲面的实验,量化评价文中算法的逼真性及实时性,证明了将人手运动速度作为场景模型复杂度切换驱动条件的有效性.  相似文献   

7.
目的 虽然许多学者研发了多种虚拟手交互触力觉生成算法,但是如何评价虚拟手交互触力觉生成算法的真实性是一个富有挑战性的新问题,值得深入研究.方法 构建手指抓持力测量平台,设计3种抓持姿态下指尖静力抓持球体实验内容,测得各指尖作用力的实测值;通过虚拟手静力抓持力觉生成算法,求得这3种抓持姿态下各手指作用力的理论值;对实测值进行统计和分析,并与理论值进行对比和讨论;结果 日常抓持经验和实测值是完全相符的,实测值和理论值很接近且偏差均在可接受范围之内.单个手指作用力或多个手指合力的实测值与理论值的偏差均在1%6%.结论 本文实现了一种基于物理的实验方法,评价和分析了虚拟手静力抓持力觉生成算法的真实性,证实此算法可以逼真地生成虚拟手抓持力,可应用于具有力反馈的自然的虚拟手交互.  相似文献   

8.
基于物理的虚拟手交互碰撞力觉生成和反馈   总被引:2,自引:0,他引:2  
提出一种考虑摩擦的虚拟手交互碰撞力觉生成和反馈方法,以让用户手指感受到逼真的冲击,增强虚拟操作的真实性和沉浸感.该方法首先运用冲量定理和弹性恢复系数,求得质点刚体在二维空间碰撞后的运动状态,然后结合库仑定理,生成质点刚体有摩擦的碰撞力,并拓展到三维空间的虚拟环境中,计算非质点的虚拟刚体碰撞的力矩,再通过虚拟手静力抓持力觉生成模型,将碰撞力和碰撞力矩作用到虚拟手上,求得每个虚拟手指受到的冲击力.当虚拟手抓持的物体与其它虚拟物体发生碰撞时,利用CyberGrasp力觉反馈数据手套,用户手指可感受到逼真的冲击力.实验结果表明运用所提出的方法,用户在虚拟装配时可感受到真实的碰撞力.  相似文献   

9.
为增强纳米操作的交互性,本文结合虚拟现实技术,借助力觉反馈设备搭建了基于虚拟3D视觉反馈与虚拟力觉反馈的遥纳操作平台.为确保虚拟环境能够正确反映真实的纳米操作环境,对虚拟模型的碰撞检测和力觉渲染进行了详细设计;同时在力觉反馈设备和虚拟环境之间引入虚拟匹配环节保证力觉交互接口的稳定,增强主端控制模块的协调性.为实现准确的纳米操作,采用基于兴趣区域的图像特征方法提取探针深度信息,快速建立图像模糊度与探针到基底的距离的关系,实现对探针的闭环控制.最后,利用所述的系统平台以及操作方法,完成了单根ZnO纳米线的转移实验.  相似文献   

10.
针对目前布料与流体交互时出现的流体穿透和布料自碰撞问题,提出一种用于实时模拟布料与流体交互的方法.首先,根据布料的网格拓扑结构引入拉伸约束和弯曲约束对弯曲力以及拉伸力进行建模;其次,采用膨胀式连续碰撞检测方法检测布料与流体间的碰撞,并使用基于惩罚的接触力来处理碰撞响应,解决了高速度流体与布料发生碰撞时的穿透问题;最后,引入交互因子记录布料与流体的首次接触时间,采用扩张的k-DOPs层次包围体结构对布料上的所有几何元素进行相交检测,并采用施加约束的方法处理发生碰撞的质点的位置和速度,保证了检测速率并解决布料自碰撞的问题.实验结果表明,该方法能够准确检测到流体穿透和布料自碰撞的问题,并对交互时的相互作用做出正确的碰撞响应,且该方法具有实时性、效率高和通用性等优点.  相似文献   

11.
Immersion and interaction are two key features of virtual reality systems, which are especially important for medical applications. Based on the requirement of motor skill training in dental surgery, haptic rendering method based on triangle model is investigated in this paper. Multi-rate haptic rendering architecture is proposed to solve the contradiction between fidelity and efficiency requirements. Realtime collision detection algorithm based on spatial partition and time coherence is utilized to enable fast contact determination. Proxy-based collision response algorithm is proposed to compute surface contact point. Cutting force model based on piecewise contact transition model is proposed for dental drilling simulation during tooth preparation. Velocity-driven levels of detail haptic rendering algorithm is proposed to maintain high update rate for complex scenes with a large number of triangles. Hapticvisual collocated dental training prototype is established using half-mirror solution. Typical dental operations have been realized including dental caries exploration, detection of boundary within dental cross-section plane, and dental drilling during tooth preparation. The haptic rendering method is a fundamental technology to improve immersion and interaction of virtual reality training systems, which is useful not only in dental training, but also in other surgical training systems. Supported by National Natural Science Foundation of China (Grant Nos. 60605027, 50575011), National High-Tech Research & Development Program of China (Grant No. 2007AA01Z310)  相似文献   

12.
为了快速处理布料的碰撞检测并获得真实的接触摩擦仿真效果,提出一种基于罚函数的碰撞/接触解决方案.首先,采用质点-弹簧模型进行布料的仿真模拟,在弹簧形变方向添加改进的阻尼力,以减少粒子之间的振荡来保证系统稳定性;其次,采用代数非穿透滤波器对连续碰撞检测算法进行简化求解,快速判断是否存在方程根,提高布料每帧运行的仿真效率;最后,采用库仑约束和接触约束对每个碰撞/接触对进行约束,并结合改进的罚函数法有效地响应所有的碰撞/接触对.实验结果表明,该算法在CPU仿真环境下能快速有效地处理布料的碰撞和接触摩擦,模拟出布料复杂的物理行为,适用于实时的交互应用.  相似文献   

13.
This paper presents a modular algorithm for six-degree-of-freedom (6-DOF) haptic rendering. The algorithm is aimed to provide transparent manipulation of rigid models with a high polygon count. On the one hand, enabling a stable display is simplified by exploiting the concept of virtual coupling and employing passive implicit integration methods for the simulation of the virtual tool. On the other hand, transparency is enhanced by maximizing the update rate of the simulation of the virtual tool, and thereby the coupling impedance, and allowing for stable simulation with small mass values. The combination of a linearized contact model that frees the simulation from the computational bottleneck of collision detection, with penalty-based collision response well suited for fixed time-stepping, guarantees that the motion of the virtual tool is simulated at the same high rate as the synthesis of feedback force and torque. Moreover, sensation-preserving multiresolution collision detection ensures a fast update of the linearized contact model in complex contact scenarios, and a novel contact clustering technique alleviates possible instability problems induced by penalty-based collision response.  相似文献   

14.
In the majority of robotic and haptic applications, including manipulation and human-robot interaction, contact force needs to be monitored and controlled. Transparent implementation of bilateral teleoperation or haptic controllers necessitates the exchange of operator and environment contact forces. This requires the use of expensive commercially available force/torque sensors, which are rather bulky, are vulnerable to impact forces, and increase system inertia and compliance. An alternative solution is the use of dynamic force observers, which estimate external forces using system dynamic model. However, due to the uncertainties in system dynamic structure and parameters, these model-based observers do not produce accurate force estimates, and often create a dynamic lag that may cause bandwidth limitation and instability. This paper proposes two neural-network-based force/torque observers that do not require a system dynamic model. The observers can estimate human hand force and environment contact force with up to 98.3% accuracy in the sense of mean-square error, and with negligible dynamic lag. The performance of the proposed observers are extensively analyzed in separate human-robot and robot-environment experimental settings, and in a two-channel bilateral teleoperation control loop with multiple runs with two Planar Twin-Pantograph haptic devices  相似文献   

15.
Hyuk Wang  Buwon Kang 《Advanced Robotics》2014,28(19):1305-1320
Acquisition of the contact force at the instrument tip can enable better performance, e.g. transparency of the haptic feedback in the surgical robot systems. It is, however, difficult to measure the contact force directly due to technical limitations in attaching sensors to the tip of the instruments. This paper proposes a method to estimate the forces by installing the sensors away from the instrument tip. The proposed method employs specially designed mechanical parts of the slave robot, i.e. a slider cover plate for the z-axis translational force along the insertion direction, and docking clamps for the rotational pivot torques around the fulcrum point. Strain gauges are attached to specially designed places with enhancing shapes. The simulation results of the force estimation are presented to confirm the strain concentration area. The proposed method is validated with quantitative experimental results. Calibrated weights are determined upon the comparison of the strain value with a calibrated 6-axis force/torque sensor. The percentage error in the force calibration is about 5~8% calculated by the root mean square error (RMSE) of force-sensing performance. In addition, it can be computed by considering only the bending phase of each sensor although the hysteresis is observed from the calibration graph.  相似文献   

16.
林理平  吴平东  黄杰  李建 《机器人》2010,32(5):630-634
提出一种通过动态调整线绳预紧力提高基于线绳的力反馈设备显示阻抗范围的方法.介绍了基于线绳的力反馈设备的基本结构, 从能量耗散的角度分析了线绳张力对设备显示高刚度虚拟物体时稳定性的影响,并分析线绳预紧力与力觉交互透明性之间的关系. 为同时满足稳定性和透明性的要求,根据设备操作末端与虚拟物体的接触状态,对线绳的预紧力进行动态调整.实验结果表明, 该方法能够在保持设备透明性的同时,有效提高其稳定性,从而提高设备显示的阻抗范围.  相似文献   

17.
Feedback force is very important for novices to simulate tooth preparation by using the haptic interaction system (dental training system) in a virtual environment. In the process of haptic simulation, the fidelity of generated forces by a haptic device decides whether the simulation is successful. A force model computes feedback force, and we present an analytical force model to compute the force between a tooth and a dental pin during tooth preparation. The force between a tooth and a dental pin is modeled in two parts: (1) force to resist human’s operation and (2) friction to resist the rotation of the dental engine. The force to resist the human’s operation is divided into three parts in the coordinates that are constructed on the bottom center of the dental pin. In addition, we also consider the effects of dental-pin type, tooth stiffness, and contact geometry in the force model. To determine the parameters of the force model, we construct a measuring system by using machine vision and a force/torque sensor to track the human’s operations and measure the forces between the dental pins and teeth. Based on the measuring results, we construct the relation between the force and the human’s operation. The force model is implemented in the prototype of a dental training system that uses the Phantom as the haptic interface. Dentists performing virtual operations have confirmed the fidelity of feedback force.  相似文献   

18.
This paper focuses on multiplayer cooperative interaction in a shared haptic environment based on a local area network. Decoupled motion control, which allows one user to manipulate a haptic interface to control only one‐dimensional movement of an avatar, is presented as a new type haptic‐based cooperation among multiple users. Users respectively move an avatar along one coordinate axis so that the motion of the avatar is the synthesis of movements along all axes. It is different from previous haptic cooperation where all users can apply forces on an avatar along any direction to move it, the motion of which completely depends on the resultant force. A novel concept of movement feedback is put forward where one user can sense other users’ hand motions through his or her own haptic interface. The concept can also be explained wherein one person who is required to move a virtual object along only one axis can also feel the motions of the virtual object along other axes. Movement feedback, which is a feeling of motion, differs from force feedback, such as gravity, collision force and resistance. A spring‐damper force model is proposed for the computation of motion feedback to implement movement transmission among users through haptic devices. Experimental results validate that movement feedback is beneficial for performance enhancement of such kind of haptic‐based cooperation, and the effect of movement feedback in performance improvement is also evaluated by all subjects.Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

19.
《Advanced Robotics》2013,27(12):1411-1440
In this paper the first haptic display capable of applying a true impulse to the operator is presented. The applied impulse results in an immediate change of the user's momentum. Such a change is considered to be invaluable in making interactions with rigid virtual objects feel realistic. Conventional methods can only approximate impulses by outputting a constant force over a certain number of sample periods. The quality of these impulses is therefore limited by the maximum torque of the motor. At high interaction velocities these methods lose realism. The usage of large motors not only brings along safety issues, it also compromises the feeling of free motion. The new haptic display can generate an arbitrarily large impulse by continuously adapting the amount of momentum of a momentum wheel. At the predicted instant of contact with the virtual object, an electromagnetic tooth-clutch is engaged. The momentum wheel is mechanically connected to the handle of the haptic display and a real, but controlled, collision between the operator and momentum wheel is realized. The impulse generation part of the device is in fact the first 'generalized encountered haptic display'. Like typical encountered haptic displays its influence is not felt in free motion, but in contrast to them it is not limited to only static encounters, but effectively applicable to make encounters over a full velocity spectrum.  相似文献   

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