共查询到20条相似文献,搜索用时 109 毫秒
1.
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
2.
3.
为了在虚拟手术仿真中获得快速、准确的力触觉形变效果,提出一种基于导纳控制的力触觉形变模型.基于该模型,采用PHANTOM OMNI力触觉交互设备,以3DS MAX 2013,Microsoft Visual C++2012,Open GL函数库为基础搭建了实时柔性体力触觉再现系统,实现了虚拟双手对心脏双点的拉拽交互操作.感知实验和交互效率的结果表明,所提出的模型简单有效,形变效果逼真、视觉反馈流畅、力触觉反馈平稳,操作者对虚拟环境的感知和交互准确可靠,能够满足虚拟手术仿真系统的要求. 相似文献
4.
5.
6.
基于RT-TCP/IP的虚拟试验通信平台研究 总被引:2,自引:1,他引:1
网络是虚拟试验系统环境的重要组成部分.以某军工虚拟试验系统为背景,基于RT-TCP/IP和虚拟共享内存机制实现了虚拟试验通信平台.分析了RTX实时操作子系统和RT-TCP/IP的实时性能,论证了使用RT-TCP/IP协议构建虚拟试验局域网的可行性;设计并实现了实时以太网虚拟共享内存中间件(RTEVSM).在RTX环境下对RTEVSM中间件的数据传输延迟、抖动性等性能指标进行了测试,与在Windows-NT环境下性能指标进行对比,验证了系统在RTX环境下具有较强的实时性和传输可靠性.应用结果表明,本方案对实时性要求高的分布虚拟试验系统搭建具有一定的实用价值. 相似文献
7.
Real-Time Workshop实时仿真研究与应用 总被引:2,自引:0,他引:2
MATLAB通过组件Simulink提供了一个动态系统建模、仿真和综合分析的集成环境,可以在控制领域中建模并运行仿真,却缺少实时仿真支持.MATLAB工具Real-Time Workshop可以从图形模型生成ANSI C源代码,下载此代码在实时操作系统中运行可以实现实时仿真,但是目前市场上的实时操作系统在开发工具、用户界面等方面存在诸多不足.RTX扩展Windows在提供实时性的同时又可以利用Windows丰富系统资源.利用Real-Time Workshop产生C代码,把要求实时性的代码分离出来放在RTX实时子环境下运行,可以实现实时仿真.实验验证了此方法有较好的实时性. 相似文献
8.
9.
基于音波技术的时空双通道机器人触觉再现系统研究 总被引:1,自引:0,他引:1
介绍了一种基于音波播放的时空双通道机器人触觉再现系统.系统采用音波播放技术提供触觉再现所需要的电流刺激信号和空间触点选通信号.时间通道的电流刺激控制信号和空间通道的触点选通信息均由音波处理软件根据系统需要预先设计生成.计算机声卡输出的双声道音波信号分别对应于时空两个通道的控制信息.上述信号进一步处理后将提供触觉再现刺激电流并选通相应触点.该触觉再现系统能够为操作者提供温和舒服的触觉感受. 相似文献
10.
计算机仿真设计与制造需要极高的实时性和可控性,由于Windows操作系统本身实时性的缺陷,给计算机仿真应用带来了一些不确定因素.经过充分论证,引入了IntervalZero公司的基于Windows的实时仿真解决方案RTX,并结合某型号数控雕刻机的设计要求,总结出了Windows环境下RTX实时仿真应用系统的设计方法及RTX环境下全软件数控雕刻系统主要功能模块程序编写,并将这种设计方法成功应用于某数控雕刻系统中.实际雕刻实例表明RTX平台下全软件程序能够满足数控雕刻系统对实时性要求. 相似文献
11.
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
12.
Roni Yagel Don Stredney Gregory J. Wiet Petra Schmalbrock Louis Rosenberg Dennis J. Sessanna Yair Kurzion 《Computers & Graphics》1996,20(6):143-823
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
13.
14.
针对武器装备ARINC429总线实时性要求高的问题,本文提出一种基于RTX实时操作系统的ARINC429总线实时通信方法并进行了应用。本文方法在PXI总线AMC5206B的基础上,搭建了软硬件环境,设计了Windows应用程序和RTX应用程序,通过共享内存进行数据传递,实现了RTSS进程在测试主流程的嵌入。设计了板卡在RTX系统下的驱动程序,实现了中断触发数据读取,提高了程序效率。最后,通过Windows应用程序实验验证了本文方法的功能,并具有实时性强,通用性好等优点。 相似文献
15.
The goal of this paper is to study haptic skill representation and display in a Chinese calligraphy training system. The challenge is to model haptic skill during the writing of different strokes in Chinese characters and to achieve haptic rendering with high fidelity and stability. The planning of the writing process is organized at three levels: task, representation and device level to describe the haptic handwriting skill. State transition graph (STG) is proposed to describe switches between tasks during the handwriting. Chinese characters are modeled using 39 typical strokes, which are further grouped into basic and compound strokes. The compound stroke is considered to be sequential combination of the basic strokes. Straight and curve strokes are modeled using line segment and the Bezier curve, respectively. Information from STG is used for real-time collision detection and haptic rendering. Ambiguity of the collision detection at stroke-corner points is prevented using active stroke combined with local nearest point computation. A modified virtual fixture method is developed for haptic rendering. The approach is tested on a prototype training system using Phantom desktop. Initial experiments suggest that the proposed modeling and rendering method is effective. 相似文献
16.
Pascal Volino Pierre Davy Ugo Bonanni Christiane Luible Nadia Magnenat-Thalmann Mailis Mäkinen Harriet Meinander 《The Visual computer》2007,23(2):133-142
Abstract real-time cloth simulation involves the solution of many computational challenges, particularly in the context of
haptic applications, where high frame rates are necessary for obtaining a satisfactory tactile experience. In this paper,
we present a real-time cloth simulation system that offers a compromise between a realistic physically-based simulation of
fabrics and a haptic application with high requirements in terms of computation speed. We place emphasis on architecture and
algorithmic choices for obtaining the best compromise in the context of haptic applications. A first implementation using
a haptic device demonstrates the features of the proposed system and leads to the development of new approaches for haptic
rendering using the proposed approach. 相似文献
17.
《Advanced Robotics》2013,27(9):961-981
Although people usually contact a surface with some area rather than a point, most haptic devices allow a user to interact with a virtual object at one point at a time and likewise most haptic rendering algorithms deal with such situations only. In a palpation procedure, medical doctors push and rub the organ's surface, and are provided the sensation of distributed pressure and contact force (reflecting force) for discerning doubtable areas of the organ. In this paper, we suggest real-time area-based haptic rendering to describe distributed pressure and contact force simultaneously, and present a haptic interface system to generate surface properties in accordance with the haptic rendering algorithm. We represent the haptic model using the shape-retaining chain link (S-chain) framework for a fast and stable computation of the contact force and distributed pressure from a volumetric virtual object. In addition, we developed a compact pin-array-type tactile display unit and attached it to the PHANToMTM haptic device to complement each other. For the evaluation, experiments were conducted with non-homogenous volumetric cubic objects consisting of approximately 500 000 volume elements. The experimental results show that compared to the point contact, the area contact provides the user with more precise perception of the shape and softness of the object's composition, and that our proposed system satisfies the real-time and realism constraints to be useful for a virtual reality application. 相似文献
18.
基于RTX的工程飞行模拟器数据采集与存储系统设计 总被引:1,自引:0,他引:1
在一些仿真应用中,由于Windows操作系统较差的实时性,从而给许多半物理仿真试验带来了一些不确定的因素.在充分论证的基础上,引入了Ardence公司的基于Windows的硬实时解决方案RTX(Real-Time eXtension),并结合某型号飞行器仿真课题总结出了Windows环境下RTX实时应用系统的设计方法与开发流程以及RTX下硬件板卡驱动程序的编写,最后将这种设计方法成功应用在某型号飞行器飞行仿真系统中.实验证明该仿真系统是可靠的、稳定的,整个实验过程中飞行器的飞行数据没有丢失,仿真周期确定,结果正确,RTX仿真程序能够满足系统对实时性和确定性的要求. 相似文献
19.
基于RTX和LabVIEW的多任务实时测控系统 总被引:1,自引:0,他引:1
介绍了一种基于RTX和LabVIEW的多任务实时测控系统,该系统利用RTX来增强Windows的实时性,实时任务部分运行于实时子系统RTSS下,非实时部分则运行于Win32子系统下。实时部分和非实时任务之间的通信通过共享内存的方式实现。利用LabVIEW开发了人机交换界面。最后通过运行证明,系统满足了实时性和稳定性的要求,验证了方案的可行性。 相似文献
20.
Johnson DE Willemsen P Cohen E 《IEEE transactions on visualization and computer graphics》2005,11(6):661-670
This paper describes a haptic rendering algorithm for arbitrary polygonal models using a six degree-of-freedom haptic interface. The algorithm supports activities such as virtual prototyping of complex polygonal models and adding haptic interaction to virtual environments. The underlying collision system computes local extrema in distance between the model controlled by the haptic device and the rest of the scene. The haptic rendering computes forces and torques on the moving model based on these local extrema. The system is demonstrated on models with tens of thousands of triangles and developed in an accessibility application for finding collision-free paths. 相似文献