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1.
A novel haptic rendering technique using a hybrid surface representation addresses conventional limitations in haptic displays. A haptic interface lets the user touch, explore, paint, and manipulate virtual 3D models in a natural way using a haptic display device. A haptic rendering algorithm must generate a force field to simulate the presence of these virtual objects and their surface properties (such as friction and texture), or to guide the user along a specific trajectory. We can roughly classify haptic rendering algorithms according to the surface representation they use: geometric haptic algorithms for surface data, and volumetric haptic algorithms based on volumetric data including implicit surface representation. Our algorithm is based on a hybrid surface representation - a combination of geometric (B-rep) and implicit (V-rep) surface representations for a given 3D object, which takes advantage of both surface representations.  相似文献   

2.
用于实时柔性触觉再现的平行菱形链连接模型   总被引:1,自引:0,他引:1       下载免费PDF全文
精度高且实时性好的柔性触觉变形模型是实现触觉再现系统的关键。提出了一种新的基于物理意义的平行菱形链连接触觉变形模型,系统中各个链结构单元相对位移的叠加对外等效为物体表面的变形,与之相连的弹簧弹性力的合力等效为物体表面的接触力。使用Delta 6-DOF手控器,建立了触觉再现实验系统,对柔性体的接触变形和实时虚拟触觉反馈进行仿真, 实验结果表明所提出的模型不仅计算简单,而且能够保证触觉接触力和形变计算具有较高精度,满足虚拟现实系统对精细作业和实时性的要求。  相似文献   

3.
The modeling and simulation of deformable objects is a challenging topic in the field of haptic rendering between human and virtual environment. In this paper, a novel and efficient layered rhombus-chain-connected haptic deformation model based on physics is proposed for an excellent haptic rendering. During the modeling, the accumulation of relative displacements in each chain structure unit in each layer is equal to the deformation on the virtual object surface, and the resultant force of corresponding springs is equivalent to the external force. The layered rhombus-chain-connected model is convenient and fast to calculate, and can satisfy real-time requirement due to its simplicity. Experimental study in both homogenous and non-homogenous virtual human liver and lungs based on the proposed model are conducted, and the results demonstrate that our model provides stable and realistic haptic feeling in real time. Meanwhile, the display result is vivid.  相似文献   

4.
Haptic rendering: introductory concepts   总被引:6,自引:0,他引:6  
Haptic rendering allows users to "feel" virtual objects in a simulated environment. We survey current haptic systems and discuss some basic haptic-rendering algorithms. In the past decade we've seen an enormous increase in interest in the science of haptics. Haptics broadly refers to touch interactions (physical contact) that occur for the purpose of perception or manipulation of objects. These interactions can be between a human hand and a real object; a robot end-effector and a real object; a human hand and a simulated object (via haptic interface devices); or a variety of combinations of human and machine interactions with real, remote, or virtual objects. Rendering refers to the process by which desired sensory stimuli are imposed on the user to convey information about a virtual haptic object.  相似文献   

5.
A Survey of Haptic Rendering Techniques   总被引:3,自引:0,他引:3  
Computer Graphics technologies have developed considerably over the past decades. Realistic virtual environments can be produced incorporating complex geometry for graphical objects and utilising hardware acceleration for per pixel effects. To enhance these environments, in terms of the immersive experience perceived by users, the human's sense of touch, or haptic system, can be exploited. To this end haptic feedback devices capable of exerting forces on the user are incorporated. The process of determining a reaction force for a given position of the haptic device is known as haptic rendering. For over a decade users have been able to interact with a virtual environment with a haptic device. This paper focuses on the haptic rendering algorithms which have been developed to compute forces as users manipulate the haptic device in the virtual environment.  相似文献   

6.
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   

7.
传统基于图像特征的力反馈渲染算法在图像预处理降噪阶段容易丢失虚拟对象表面粗糙度信息。为此,提出一种改进的力反馈渲染算法。在快速矢量滤波器内置噪声检测器之前,增加一级基于图像边缘特征矢量的噪声检测器,以提高噪声检测准确率、保护图像边缘细节特征。实验结果表明,改进算法能够准确描述虚拟对象表面细微的粗糙度信息,实现更逼真的触觉与视觉融合的力反馈。  相似文献   

8.
Building a virtual environment for endoscopic sinus surgery simulation   总被引:3,自引:0,他引:3  
Advanced display technologies have made the virtual exploration of relatively complex models feasible in many applications. Unfortunately, only a few human interfaces allow natural interaction with the environment. Moreover, in surgical applications, such realistic interaction requires real-time rendering of volumetric data—placing an overwhelming performance burden on the system. We report on our advances towards developing a virtual reality system that provides intuitive interaction with complex volume data by employing real-time realistic volume rendering and convincing forece feedback (haptic) sensations. We describe our methods for real-time volume rendering, model deformation, interaction, and the haptic devices, and demonstrate the utilization of this system in the real-world application of Endoscopic Sinus Surgery (ESS) simulation.  相似文献   

9.
A reverse engineering method based on haptic volume removing   总被引:1,自引:0,他引:1  
This paper presents a new reverse engineering methodology that is based on haptic volume removing. When a physical object is to be digitized, it is first buried in a piece of virtual clay that is generated with the help of a fixture. Now digitizing the physical object is by simply chipping away the virtual clay with a position tracker that is attached to a haptic device PHANToM®. While chipping away the clay, the user can see on the computer monitor what is emerging and at the same time feel the chipping force from the haptic device. By so doing, reverse engineering is seamlessly integrated into haptic volume sculpting that is now widely used for conceptual design. Furthermore, the proposed method has eliminated the need to merge point clouds that are digitized from different views using current digitizers. The virtual clay volume is represented by a spatial run-length encoding scheme. A prototype system has been developed to demonstrate the feasibility of the proposed new method through a case study. The strengths and weaknesses of the presented method are analyzed and the applicability is discussed.  相似文献   

10.
This article is concerned with the haptic deformation display of discrete viscoelastic surfaces by means of a human fingertip. The virtual surface of a deformable quadrilateral mesh is interactively deformed by a Kelvin–Voigt soft fingertip model attached to the end-effector of a haptic interface device. In achieving this task, a nonlinear constitutive model approximating experimental data from literature is developed for determining the contact point deformations. By employing a new kernel weighting function, the deformations are distributed dependently on the discrete surface topology based on a nonlinear spring–damper net around the contact location. For illustration and evaluation of the proposed approach, a parallel robotic device with a constraint-based controller is adopted. The grip of the device is moved by the user to feel a sense of touch as the soft fingertip deforms the mesh surface of an ex vivo porcine liver tissue. Experimental data indicates stable realistic interactions thorough mechanical coupling between the soft fingertip and the deforming liver tissue. Dynamic response data of liver show rate-dependent hysteretic deformations and match closely with experimental indentation data from literature. A thorough analysis of mesh node count on the sample rate and the rendering quality is also presented.  相似文献   

11.
Contact and Deformation Modeling for Interactive Environments   总被引:2,自引:0,他引:2  
Contact and deformation modeling for interactive environments has seen many applications, from surgical simulation and training, to virtual prototyping, to teleoperation, etc., where both visual feedback and haptic feedback are needed. High-quality feedback demands a high level of physical realism as well as a high update rate in rendering, which are often conflicting requirements. In this paper, we present a unique approach to modeling force and deformation between a rigid body and an elastic object under complex contacts, which achieves a good compromise of reasonable physical realism and real-time update rate (at least 1 kHz). We simulate contact forces based on a nonlinear physical model. We further introduce a novel approximation of material deformation suitable for interactive environments based on applying Bernoulli-Euler bending beam theory to the simulation of elastic shape deformation. Our approach is able to simulate the contact forces exerted upon the rigid body (that can be virtually held by a user via a haptic device) not only when it forms one or more than one contact with the elastic object, but also when it moves compliantly on the surface of the elastic object, taking friction into account. Our approach is also able to simulate the global and local shape deformation of the elastic object due to contact. All the simulations can be performed in a combined update rate of over 1 kHz, which we demonstrate in several examples.  相似文献   

12.
虚拟体空间中的触觉雕刻   总被引:5,自引:0,他引:5  
陈辉  孙汉秋 《计算机学报》2002,25(9):994-1000
目前,在虚拟环境中大多数的信息获取是通过视觉、听觉等非接触感觉获得的。然而缺乏触觉反馈的信息减少了很大一部分的信息源。在看和听之外,能够触摸、感觉和操纵物体,在很大程度上提高了虚拟环境的真实性。该文研究了触觉绘制的基本模型,提出了采用虚平面作为中介实现体数据的实时触觉绘制。并在此基础上探讨了体的局部变形及结合触觉反馈模型,实现了具有触觉反馈的虚拟雕刻交互系统。该系统可应用于融化、燃烧、印记、构造和着色实时交互操作。  相似文献   

13.
目的 针对当前文物资源由传统的实体文物向虚拟展示和数字文物进行扩展的趋势,如何提供一种多模态的信息呈现方式就显得尤为重要。通过将力触觉技术引入3维文物展示领域,提出一种基于多模感知的3维文物交互式呈现的算法框架。在对文物的基本特征进行视、听、触觉多通道分析的基础上,依据用户与文物模型的接触状态对多通道信息进行计算和整合。方法 在力触觉计算渲染方面,基于嵌入深度构建弹簧系统模拟轮廓形状的接触过程,引入动摩擦和静摩擦因数来反映表面摩擦力这一材质特征,通过法线贴图来实现文物表面纹理的触觉处理;针对交互的环境由2维平面拓展至立体空间,结合力触觉设备将操作时的行为和状态映射为虚拟环境中的操作代理,借助操作代理构建"旋转"和"选择-移动-释放"两种基本的操作范式来实现用户意图;最后,物理引擎的引入将物体的基本运动规律集成至虚拟场景,提升场景交互的真实感.结果 使用Phantom Omni手控器搭建面向馆藏文物的多模感知实验系统,抽取志愿者对实验系统进行测评。实验结果表明:运用本文方法,用户可从视觉、听觉、触觉多个通道对数字文物的整体和细节信息进行感知,且交互的整体过程简单、自然、有效。结论 本文提出的基于多模感知的数字文物交互式呈现方法,可有效实现对各类数字遗产特别是3维文物的多模重现,在保证较高实时性的同时拥有良好的可用性和情感体验效果。  相似文献   

14.
Currently, interactive data exploration in virtual environments is mainly focused on vision-based and non-contact sensory channels such as visual/auditory displays. The lack of tactile sensation in virtual environments removes an important source of information to be delivered to the users. In this paper, we propose the touch-enabled haptic modeling of deformable multi-resolution surfaces in real time. The 6-DOF haptic manipulation is based on a dynamic model of Loop surfaces, where the dynamic parameters are computed easily without subdividing the control mesh recursively. A local deforming scheme is developed to approximate the solution of the dynamics equations, thus the order of the linear equations is reduced greatly. During each of the haptic interaction loop, the contact point is traced and reflected to the rendering of updated graphics and haptics. The sense of touch against the deforming surface is calculated according to the surface properties and the damping-spring force profile. Our haptic system supports the dynamic modeling of deformable Loop surfaces intuitively through the touch-enabled interactive manipulation.  相似文献   

15.
We present haptic simulation and volume modeling techniques for a virtual dental training system. The system allows dental students to learn dental procedures and master their skills with realistic tactual feelings. It supports various dental procedures, such as dental probing, to diagnose carious lesions, drilling operation for cavity preparation, and filling the prepared cavities with amalgam. The system requires fast and stable haptic rendering and volume modeling techniques working on the virtual tooth. Collision detection and force computation are implemented on an offset surface in volumetric representation to simulate reasonable physical interactions between dental tools with a certain volume and the teeth model. To avoid discrete haptic feeling due to the gap between the fast haptic process (1 KHz) and much slower visual update frequency (30 Hz) during drilling and filling the cavities, we employed an intermediate implicit surface to be animated between the original and target surfaces. The volumetric teeth model is converted into a geometric model by an adaptive polygonization method to maintain sharp features in every visual frame. Volumetric material properties are represented by stiffness and color values to simulate the resistance and texture information depending on anatomical tissues. Finally, we made a dental workbench to register sensory modalities like visual, auditory and haptic sensation.  相似文献   

16.
Haptic feedback is an important component of immersive virtual reality (VR) applications that is often suggested to complement visual information through the sense of touch. This paper investigates the use of a haptic vest in navigation tasks. The haptic vest produces a repulsive vibrotactile feedback from nearby static virtual obstacles that augments the user spatial awareness. The tasks require the user to perform complex movements in a 3D cluttered virtual environment, like avoiding obstacles while walking backwards and pulling a virtual object. The experimental setup consists of a room-scale environment. Our approach is the first study where a haptic vest is tracked in real time using a motion capture device so that proximity-based haptic feedback can be conveyed according to the actual movement of the upper body of the user.User study experiments have been conducted with and without haptic feedback in virtual environments involving both normal and limited visibility conditions. A quantitative evaluation was carried out by measuring task completion time and error (collision) rate. Multiple haptic rendering techniques have also been tested. Results show that under limited visibility conditions proximity-based haptic feedback generated by a wearable haptic vest can significantly reduce the number of collisions with obstacles in the virtual environment.  相似文献   

17.
Haptic rendering has been long considered as the process of estimating the force that stems from the interaction of a user and an object. Even if this approach follows the principles of natural haptic interaction, it places severe limitations in processing haptic media. This paper presents an information theoretic framework that aims to provide a new view of haptic rendering that can accommodate for open-loop synthetic haptic media, where interaction-based rendering is a special case. As a result, using the proposed information-theoretic approach, the haptic signal can be precomputed as a force field, stored and then filtered by taking into account device and perceptual capabilities of the receiver in order to lower the required bandwidth of the resulting stream, thus opening new possibilities for the representation and processing of haptic media.  相似文献   

18.
Commonly, surface and solid haptic effects are defined in such a way that they hardly can be rendered together. We propose a method for defining mixed haptic effects including surface, solid, and force fields. These haptic effects can be applied to virtual scenes containing various objects, including polygon meshes, point clouds, impostors, and layered textures, voxel models as well as function-based shapes. Accordingly, we propose a way how to identify location of the haptic tool in such virtual scenes as well as consistently and seamlessly determine haptic effects when the haptic tool moves in the scenes with objects having different sizes, locations, and mutual penetrations. To provide for an efficient and flexible rendering of haptic effects, we propose to concurrently use explicit, implicit and parametric functions, and algorithmic procedures.  相似文献   

19.
Most human-computer interactive systems focus primarily on the graphical rendering of visual information and, to a lesser extent, on the display of auditory information. Haptic interfaces have the potential to increase the quality of human-computer interaction by accommodating the sense of touch. They provide an attractive augmentation to visual display and enhance the level of understanding of complex data sets. A haptic rendering system generates contact or restoring forces to prevent penetration into the virtual objects and create a sense of touch. The system computes contact forces by first detecting if a collision or penetration has occurred. Then, the system determines the (projected) contact points on the model surface. Finally, it computes restoring forces based on the amount of penetration. Researchers have recently investigated the problem of rendering the contact forces and torques between 3D virtual objects. This problem is known as six-degrees-of-freedom (6-DOF) haptic rendering, as the computed output includes both 3-DOF forces and 3-DOF torques. This article presents an overview of our work in this area. We suggest different approximation methods based on the principle of preserving the dominant perceptual factors in haptic exploration.  相似文献   

20.
In this paper, an extendable volumetric representation based on run-lengths called spatial run-length encoding (S-RLE) is presented. The S-RLE representation is developed for a haptic shape modeling system that is based on simulated machining processes. In the system, shape modeling is simulated as virtual material removal processes similar to machining processes with volume-based haptic rendering. The object and the tools are represented by S-RLE. The data structure of S-RLE consists of two cross-referenced databases: one is a stack of lists in geometrical domain, recording the runs describing the space occupation of the object; the other is a table in physical domain, describing the physical properties of each element. The latter is extendable to include more diverse physical properties such as parts composed of heterogeneous materials. Algorithms for geometric operations and haptic rendering based on S-RLE are developed. The proposed S-RLE data structure has the features of efficient memory usage, quick collision detection, inherent representation for heterogeneous objects, and fast visual rendering.  相似文献   

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