Virtual Canoe: Real-Time Realistic Water Simulation for Haptic Interaction - PowerPoint PPT Presentation

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Virtual Canoe: Real-Time Realistic Water Simulation for Haptic Interaction

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Tokyo Institute of Technology/PRESTO JST. Yoshinori Dobashi Hokkaido University ... Tsuyoshi Yamamoto Hokkaido University. Tomoyuki Nishita The University of ... – PowerPoint PPT presentation

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Title: Virtual Canoe: Real-Time Realistic Water Simulation for Haptic Interaction


1
Virtual Canoe Real-Time Realistic Water
Simulation for Haptic Interaction
Shoichi Hasegawa Tokyo Institute of
Technology/PRESTO JST Yoshinori Dobashi Hokkaido
University Mitsuaki Kato Tokyo Institute of
Technology Makoto Sato Tokyo Institute of
Technology Tsuyoshi Yamamoto Hokkaido
University Tomoyuki Nishita The University of
Tokyo
2
Motivation
  • My physics simulations for haptic interaction
  • Virtual basket
  • SIGGRAPH97 Ball and other static objects
  • Real-time Rigid Body Simulation for Haptic
    Interactions Based on Contact Volume (SPRINGHEAD
    used in KOBITO)
  • Euro Graphics 2004 Multiple rigid objects
  • Human Scale Haptic Interaction with a Reactive
    Virtual Human in a Realtime Physics Simulator
  • ACE 2005 Upper part of virtual human
  • Virtual canoe
  • SIGGRAPH 2005 Water and rigid bodies

3
Interaction with Fluid
  • 3D Computational Fluid Dynamics takes a lot of
    computation time.
  • Haptic interaction with Fluid
  • The numbers of cells must be small.
  • Faster methods realize more applications

4
Realtime simulation
  • Computation time is limited.
  • Generic model takes too much computation time.
  • Approximations and specific models are required.
  • Example
  • Contact model for realtime rigid body simulation
  • A rigid body model itself is an approximation.
  • Real objects deform when they contact.

5
Realtime fluid model
  • Requirements for haptic interaction
  • Realtime simulation 100Hz-
  • Fluid surface
  • Forces between fluid and objects.
  • Our realtime model
  • Realtime 2D wave simulation
  • Pre-computation of fluid resistance of objects.

6
Decomposing dynamics
  • Linear flow
  • Wave equations
  • Non-linear flow
  • NS equations

Realtime simulation
Fluid Resistance Map, FRM
7
Wave equations
Navier-Storkes
8
Wave equations
Navier-Storkes Long gravity wave assumption
9
Wave equations
(Equations of continuity)
(Wave equations)
10
Wave equations
(Equations of continuity)
We use this equation to set the velocity of fluid
(Wave equations)
11
Boundary conditions
  • Velocities of fluid cells around object
    velocity of the object.

12
Fluid resistance map
  • Limitation of 2D wave equations
  • Effects of non linear effects such as vortices
    are not considered.
  • Waves from objects are not realistic.

Fluid resistance map
Boundary condition only
13
Fluid resistance map
14
Related presentation
  • For detail of the fluid modelingplease
    participate to our sketch
  • A Fluid-Resistance-Map Method for Real-Time
    Haptic Interaction With Fluids
  • Prof. Yoshinori Dobashi
  • Interactive InteractionTomorrow 920 - 945 am
    Room 511 AB

15
Other parts of the system
Simulation of rigid bodies
Human scale haptic interface SPIDAR
16
Haptic interface SPIDAR
  • SPIDAR
  • SPace Interface for Artificial Reality
  • Since 1990

Motor and encoder Present force to
user. Measure length of string.
SPIDAR
17
Reconfigurable haptic interface
  • Any DOF and arrangements are designable.
  • Same control algorithm is used for position and
    torque calculations.

7DOF 8Strings
6DOF 8Strings
3DOF 4Strings
18
SPIDAR for virtual canoe
To avoid interferences of strings,we need string
anchor apart from the user
To create rotation force We need these
directionsof strings
19
Simulation of rigid bodies
  • Rigid body simulation
  • Equation of motion
  • Contact model
  • Analytical method (David Baraff 89)
  • Stable, rigid
  • Much computation for one step
  • Penalty method
  • Time step must be very small
  • Less computation for one step
  • The same algorithm can be used for haptic
    rendering

20
Simulation of rigid bodies
  • Penalty method for 3D convex shapes
  • Contact volume based penalty method

Contact part
Suppose distributed spring-damper model Integrate
force and torque for each triangles
A cube on a floor
21
Fluid and rigid
22
Conclusion
  • Haptic interaction with water and rigid bodies.
  • Water was modeled by realtime 2D simulation and
    pre-computed FRM.
  • For detail of the fluid modeling please
    participate to
  • A Fluid-Resistance-Map Method for Real-Time
    Haptic Interaction With Fluids
  • Interactive InteractionTomorrow 920 - 945 am
    Room 511 AB

23
Fluid and rigid
Rigid body(canoe)
Rigid body(stone)
2D fluid model
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