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Haptic Rendering

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Title: Haptic Rendering


1
Haptic Rendering
  • Max Smolens
  • COMP 259
  • March 26, 2003

2
What is haptics?
  • Using the sense of touch to interact with
    computers and virtual environments

3
What is haptic rendering?
  • The process of computing and generating forces in
    response to use interactions with virtual objects

4
Why use haptics?
  • Increases the information flow between the
    computer and the user
  • Intrinsically bilateral
  • When we push on an object, it pushes back on us

5
Why use haptics? (2)
  • Our sensing of forces is closely tied to our
    visual system and sense of three-dimensional
    space
  • Information and intent can be conveyed in a
    physically direct and primal way

6
Haptic Applications
  • Medicine
  • Surgical simulators for training
  • Manipulating robots for minimally invasive
    surgery
  • Telemedicine, remote diagnosis
  • Accessibility for the disabled

7
Haptic Applications (2)
  • Entertainment
  • Video games, simulators that enable the user to
    feel and manipulate objects in the environment
  • Education
  • Feel phenomena at a variety of spatial and
    temporal scales
  • Studying complex data sets

8
Haptic Applications (3)
  • Industry
  • CAD systems
  • Virtual prototyping
  • Assembly and disassembly can guide final design
  • Shape sculpting
  • Expressive, free-form shape generation and
    modification

9
Haptic Applications (4)
  • The arts
  • Virtual painting, sculpting
  • Virtual musical instruments

10
Haptic interaction
11
Human haptics
  • Mechanical, sensory, motor and cognitive
    components
  • Two classes of sensory information
  • Tactile
  • Kinesthetic

12
Human haptics (2)
  • Tactile information
  • From skin in contact with an object
  • Spatial and temporal variations of forces within
    the contact region
  • Slipping, fine textures, small shapes, and
    softness

13
Human haptics (3)
  • Kinesthetic information
  • Net forces along with position and motion of
    limbs
  • Coarse properties of object
  • Large shapes, spring-like compliances

14
Human haptics (4)
  • Kinesthetic resolution
  • 2 degrees for fingers and wrist
  • 1 degree for shoulder
  • Force exerted by a finger
  • 50 to 100 N maximum
  • 5-15 N typically during exploration and
    manipulation

15
Haptic interfaces
16
What makes a good interface?
  • Must work with human abilities and limitations
  • Approximations of real-world haptic interactions
    determined by limits of human performance

17
A good haptic interface
  • Free motion must feel free
  • Low back-drive inertia and friction
  • No motion constraints
  • Ergonomics and comfort
  • Pain, discomfort and fatigue will detract from
    the experience

18
A good haptic interface (2)
  • Suitable range, resolution and bandwidth
  • User should not be able to go through rigid
    objects by exceeding force range
  • No unintended vibrations
  • Solid objects must feel stiff

19
Haptic rendering
  • Two parts collision detection, response

20
Two types of interactions
  • Point-based haptic interactions
  • Only end point of device, or haptic interface
    point (HIP), interacts with virtual object
  • When moved, collision detection algorithm checks
    to see if the end point is inside the virtual
    object
  • Depth calculated as distance between HIP and
    closest surface point

21
Two types of interactions (2)
  • Ray-based haptic interactions
  • Probe of haptic device modeled as a line-segment
    whose orientation matters
  • Can touch multiple objects simultaneously
  • Torque interactions

22
Collision detection
  • Detect collisions between haptic probe and
    virtual objects
  • Bounding volume hierarchies, spatial partitioning
  • H-COLLIDE, hybrid technique
  • Partition virtual workspace as uniform grid
  • For each grid cell containing primitives,
    computes OBBTrees

23
Simple collision response
  • Haptic rendering of 3D sphere

24
Simple collision response (2)
  • Reaction force calculated using the linear spring
    law Fkx
  • k stiffness of object
  • x depth of penetration
  • Direction of force along surface normal

25
Penalty methods
  • Subdivide object and associate each subvolume
    with a surface
  • Determine feedback force directly from
    penetration
  • Works well for simple geometric shapes

26
Penalty methods (2)
  • There are some problems
  • Two possible paths to reach same location, which
    path was taken?

27
Penalty methods (3)
  • Force summation for multiple objects
  • Compute net force by adding
  • Correct for perpendicular surfaces
  • For obtuse angle, force vector becomes too large
  • When almost parallel, force vector too large by a
    factor of 2

28
Penalty methods (4)
  • Problems with thin objects
  • If pushed halfway through an object, will be
    pulled through the rest of the way

29
Solution? God-object
  • Zilles, Salisbury (1995)
  • Cannot stop HIP from penetrating virtual objects
  • Define additional variables to represent the
    virtual location of the haptic interface
    (god-object, IHIP, proxy)

30
God-object (2)
  • In free space, HIP and IHIP are collocated
  • When HIP moves into an object, the IHIP remains
    on the surface
  • IHIP computed such that its distance from the HIP
    is minimized
  • Correct force vector is unambiguous

31
God-object (3)
  • Infinite surface
  • Active if the old IHIP is a positive distance
    from the surface and the HIP is a negative
    distance from the surface
  • Finite extent
  • If a line traced from the old IHIP to new HIP
    passes through the facet, then consider the facet
    active

32
God-object (4)
  • When touching convex portion of an object, only
    one surface should be active at a time

33
God-object (5)
  • When touching concave portion of an object,
    multiple surfaces can be active
  • 2 surfaces constrain IHIP to a line
  • 3 surfaces constrain IHIP to a point
  • IHIP might cross another surface before HIP
  • Solution iterate the process, until no new
    constraints found

34
God-object (6)
  • Location computation using Lagrange multipliers
  • x, y, z coordinates of IHIP
  • xp, yp, zp coordinates of HIP
  • Constraints added as planes

35
God-object (7)
  • Minimize L by setting its six partial derivatives
    equal to 0, solvable with 65 multiplies and
    divides

36
Rendering surface details
  • Smoothing
  • Friction
  • Textures

37
Force shading
  • Render objects as smooth and continuous, even if
    underlying representation is not
  • Compute force vector for each vertex, interpolate
    over polygonal surfaces (like Phong shading)

38
Surface friction
  • Without friction, virtual objects feel
    icy-smooth
  • Coulomb friction sticking and sliding
  • Forces tangential to surface, direction opposite
    of motion

39
Haptic texturing
  • Force perturbation
  • Modify the direction and magnitude of the force
    vector
  • Max and Becker (1994)

40
Haptic texturing (2)
  • Image-based
  • Construct texture field from 2D image data
  • Map heights onto the object surface
  • Procedural
  • Generate synthetic texture fields using
    mathematical functions

41
Haptic texturing (3)
42
Challenges
  • Graphics update rate must be between 20-30 Hz
  • Haptic update rate must be around 1kHz
  • Decouple simulation and haptic loops using
    multiple processors or a dedicated machine

43
6-DOF haptics challenges
  • Detect all surface contact instead of just at a
    single point
  • Calculate a reaction force and torque at every
    point or region of contact
  • Maintain the 1kHz refresh rate

44
Examples
45
References
  • Basdogan, C., Srinivasan, M.A. Haptic rendering
    in virtual environments. http//network.ku.edu.tr
    /cbasdogan/-Papers/VRbookChapter.pdf
  • Chen, E. Six degree-of-freedom haptic system for
    desktop virtual prototyping applications. Proc.
    First International Workshop on Virtual Reality
    and Prototyping, p. 97-106, 1999.
  • Gregory, A., Lin, M. , Gottschalk, S. and Taylor,
    R. A Framework for Fast and Accurate Collision
    Detection for Haptic Interaction. Proc. of the
    IEEE Virtual Reality (VR 99), p. 38-45, 1999.
  • Mark, W. et al. Adding force feedback to
    graphics systems issues and solutions. Proc.
    ACM SIGGRAPH 1996.
  • Massie, Thomas H. and Kenneth Salisbury. The
    PHANTOM haptic interface a device for probing
    virtual objects. Proc ASME Symposium on Haptic
    Interfaces for Virtual Environment and
    Teleoperator Systems, 1994.
  • McNeely, W., Puterbaugh K., and Troy, J. Six
    degree-of-freedom haptic rendering using voxel
    sampling. Proc. ACM SIGGRAPH 1999.

46
References (2)
  • Ruspini, Kolarov and Khatib. The haptic display
    of complex graphical environments. Proc. ACM
    SIGGRAPH 1997.
  • Salisbury, J.K. et al. Haptic rendering
    programming touch interaction with virtual
    objects. Proc. ACM SIGGRAPH 1995.
  • Salisbury, J.K. and Srinivasan, M.A.
    Phantom-based haptic interaction with virtual
    objects. IEEE Computer Graphics and
    Applications, 17(5), p. 6-10.
  • Salisbury, J.K. Making graphics physically
    tangible. Communications of the ACM, 42(8), p.
    74-81.
  • Srinivasan, M.A. and Basdogan, C. Haptics in
    virtual environments taxonomy, research status,
    and challenges. Computers Graphics, 21(4), p.
    393-404.
  • Zilles, C.B. and Salisbury, J.K. A
    constraint-based god-object method for haptic
    display. Proc. IEE/RSJ International Conference
    on IntelligentRobots and Systems, Human Robot
    Interaction, and Cooperative Robots, Vol. 3, p.
    146-151, 1995.
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