Title: 6 DOF Haptic Rendering Spatialized Normal Cone Search D' E' Johnson, P' Willemsen, and E' Cohen, "Si
16 DOF Haptic Rendering - Spatialized Normal
Cone Search D. E. Johnson, P. Willemsen, and E.
Cohen, "Six Degree-of-Freedom Haptic Rendering
Using Spatilized Normal Cone Search," IEEE
Transactionson Visualization and Computer
Graphics, vol. 11, pp. 661-670, 2005.
- CSE 20065160
- ???(inux_at_postech.ac.kr)
- 2006.5.8
2Outline
- Spatialized Normal Cone Hierarchies (SNCH)
- Haptic Rendering Using SNCH Search
- Performance Tests
- An Accessibility Application
- Penetration Estimation Using SNCH Search
- Conclusion
3SNCH - Approach
- Distance between surfaces f(u,v) and g(s,t)
-
- To be a local minima, partials should be
zeros. - Normals of surfaces satisfy collinearity each
other.
4SNCH - Concept
- Spatialized Normal Cone Hierarchies
- A cone is defined by an axis vector and a spread
angle. - A normal cone presents range of normals of each
node in hierarchy.
5SNCH Building the Hierarchy
- SNCH uses a vertex-edge-face data structure with
neighbor information for vertices and edges on
top of the triangulated model. - A hierarchy is constructed using the binary
spatial splitting technique. - A node have normals of vertices, edges and faces.
6SNCH Building the Hierarchy
- A cone axis vector is an average of the
face, edge and vertex normals of node . - Each node has a bounding sphere with center
and radius .
7SNCH Searching the Hierarchy
- Top nodes of each models structure are connected
as an active pair. - Every active pair undergoes a series of tests
that determine local minimum existence. - If an active pair passes the tests, two sets of
children nodes make four new active pairs. - Tests are continued recursively.
8SNCH Searching the Hierarchy
- NaĂŻve collinearity Test
- If true, the active pair is not collinear.
- If false, we need more comprehensive tests.
- A B Actually, A and B should have
different forms from those shown in this figure.
9SNCH Searching the Hierarchy
- Solution line cone radius of each bounding
sphere - A half spread angle
- A central axis is the line that connects two
bounding spheres centers.
10SNCH Searching the Hierarchy
- An active pair is tested for whether they are in
the solution line cone or not. - If the test fails, the pairs are pruned.
11SNCH Leaf Tests
- The first step is to find the closest points
between leaf triangles TA and TB . - The closest points can locate on the
- Triangle face
- Edge
- Vertex
- The closest points form a potential solution
vector. - We will test the collinearity of a potential
solution vector with the normals of the location.
12SNCH Leaf Tests
- is the normalized solution vector
- Face test
- A face has an unique normal vector.
13SNCH Leaf Tests
- Edge test
- An edge has a range of vectors.
- So, we use average edge normal as a
boundary.
14SNCH Leaf Tests
- Vertex test
- We add counterclockwise neighbor triangle face
normal to the vertex average normal
and the triangle face normal
15Haptic Rendering Using SNCH Search - LMD
- We want to prevent collisions by applying
repulsive forces as models approach each other. - We use local minimum distances (LMD) to calculate
the repulsive forces. - A local minimum point can represent a region.
- It can increase haptic stabillity.
16Haptic Rendering Using SNCH Search - Cutoff
Distance
- We do not need the local minima, having too far
distance value. - All active pairs further apart than the cutoff
distance are pruned. - It helps to reduce much of computation.
17Haptic Rendering Using SNCH Search - Acceleration
with Local Search
- We can divide the whole LMD search into the
global search and the local search. - The global search finds and passes new LMDs to
the local search. - The local search updates LMDs position and value.
18Haptic Rendering Using SNCH Search - Acceleration
with Local Search
- When the model is moved, the local search
algorithm looks at the neighborhood triangles of
each LMD points. - And then, calculate distance to the other models
neighborhood triangles.
19Haptic Rendering Using SNCH Search - Acceleration
with Local Search
- If the distance is smaller than the LMD,
algorithm continues on those triangles
neighborhood until the minimum distance
converges. - The points that form this new minimum distance
are the updated LMD.
20Haptic Rendering Using SNCH Search - Search
Efficiency
- For models with low aspect side lengths, the
number of checked triangles are roughly . - The global search efficiency is dependent on the
number of LMDs and the complexity of models. - Single LMD with balanced complexityis the best
case. (complexity of log n) - Manifold solutions, like parallel planes is the
worst case. (complexity of n log n)
21Performance Tests
- Tested on 6-DoF PHANTOM, Dual P4 2.4GHz CPU, 1GB
ram and Geforce Ti4400. - The local search thread occupies one processor
and the global search and graphic thread another
processor.
22Performance Tests
- Gear-Crank ( 6,300 45,000 triangles)
23Performance Tests
24An Accessibility Application
- Collision-Free Path
- Detecting Collisions
- Path Visualization
25Penetration Estimation Using SNCH Search
- We can use the solution line cone and the node
normal cones. - For extremal distance, the normal cones should
point away each other. -
-
- Switch the p and 0!
26Penetration Estimation Using SNCH Search
- We do not have appropriate leaf tests.
- Extra computation may not yield much additional
pruning. - The closest pairs of points on the triangles are
used as the solution line.
27Penetration Estimation Using SNCH Search
Adaptive Cutoff Distance
- We can bound the maximum penetration depth.
- The new cutoff distance is set as (The maximum
penetration depth from last time step)
(relative movement of the models). - When the penetration depth is small, much of
computation is reduced by small cutoff distance. - It allows unbounded penetration depth.
28Penetration Estimation Using SNCH Search - Results
- The penetration depth cannot handle as
high-resolution models as the LMD approach. - Because more active pairs are retained.
29Conclusion
- We can implement six DOF haptic rendering of
arbitrary polygonal models with this algorithm.
30Reference
- D. E. Johnson, P. Willemsen, and E. Cohen, "Six
Degree-of-Freedom Haptic Rendering Using
Spatilized Normal Cone Search," IEEE
Transactionson Visualization and Computer
Graphics, vol. 11, pp. 661-670, 2005.