Title: Course: Recent Advances in Haptic Rendering and Applications
1Course Recent Advances in Haptic Rendering and
Applications Session IV Rendering of Textures
and Deformable Surfaces Haptic Rendering
ofTextured Surfaces Miguel A.
Otaduy ETH-Zurich http//graphics.ethz.ch/otmigue
l otaduy_at_inf.ethz.ch
2Outline
- Motivation
- Algorithm Overview
- Synthesis of the Force Model
- Penetration Depth on the GPU
- Experiments and Results
- Conclusion
3Introduction
4Introduction
- Geometric surface texture
- Compelling cue to object identity
- Strongly influences forces during manipulation
- Objects with rich surface texture information
cannot be handled by state-of-the-art haptic
rendering methods.
5Models
Coarse geometric representations
Haptic textures
6Outline
- Motivation
- Algorithm Overview
- Synthesis of the Force Model
- Penetration Depth on the GPU
- Experiments and Results
- Conclusion
73-DoF Texture Rendering
- 1 contact point on a textured surface
- Minsky 1995, Ho et al. 1999 high frequency
forces based on gradient of height field
contact point
height field in texture map
simplified surface
83-DoF Texture Rendering
- 1 contact point on a textured surface
- Siira and Pai 1996 stochastic model
- Pai et al. 2001 auto-regressive model for
roughness and friction
96-DoF Texture Rendering
- Object-object interaction
- Contact cannot be described as point-surface
contact - Force and torque output has 6-DoF point contact
only has 3-DoF - A different rendering algorithm is required
10Rendering Algorithm
- 1) Compute contact information betweenlow-res
models
11Rendering Algorithm
- 1) Compute contact information betweenlow-res
models - 2) Refine contact information using detail
geometry stored in textures
12Rendering Algorithm
- 1) Compute contact information betweenlow-res
models - 2) Refine contact information using detail
geometry stored in textures - 3) Compute contact forces based on novel texture
force model
13Force Model Overview
- Accounts for important factors identified by
perceptual studies - Based on the gradient of inter-object penetration
depth - GPU-based computation of directional penetration
depth
14Outline
- Motivation
- Algorithm Overview
- Synthesis of the Force Model
- Penetration Depth on the GPU
- Experiments and Results
- Conclusion
15Related Work Perception Psychophysics
- Studies on perception of textures through a rigid
probe by Klatzky and Lederman 1999-present - Analyze effects of probe diameter, applied force
and exploratory speed - Inspiration for our force model
16Roughness Vs. Texture Spacing Klatzky and
Lederman 1999-present
log (roughness)
Probe Diameter (D)Applied Force (F)Exploratory
Speed (v)
log (texture frequency)
17Effect of Probe Diameter (D) Klatzky and
Lederman 1999-present
-
Strong influence of geometry
log (roughness)
D
log (texture frequency)
18Effect of Applied Force (F) Klatzky and
Lederman 1999-present
F
Roughness grows with applied force
log (roughness)
-
log (texture frequency)
19Effect of Exploratory Speed (v) Klatzky and
Lederman 1999-present
Dynamic effects already present in haptic
simulation
v
log (roughness)
-
log (texture frequency)
20Offset Surfaces
- Spherical probe ? trajectory offset surface
- Arbitrary objects ? ???
Use offset surface as descriptor of vibration
How can we generalize offset surfaces?
21Penetration Depth Definition
- Minimum translational distance to separate
two intersecting objects
22Penetration Depth Definition
- Minimum translational distance to separate
two intersecting objects
23Directional PD Definition
- Minimum translation along n to separate
two intersecting objects
n
24Directional PD Definition
- Minimum translation along n to separate
two intersecting objects
n
25Offset Surface and PD
Offset surface
Textured surface
26Offset Surface and PD
Offset surface
Textured surface
27Offset Surface and PD
penetration depth
28Force Model
- Penetration depth
- Applicable to arbitrary object-object interaction
- Also used in previous single-point rendering
methods - Penalty-based potential field
29Force Model
- Determine penetration direction n
- Force and Torque Gradient of energy
30Effect of Geometry
- Force and torque proportional to gradient of
penetration depthHigh amplitude texture - ? High derivative of penetration depth
- ? Large force/torque
- Method validated by Minsky 1995
31Effect of Applied Force
- Normal force
- Other forces and torques
- Larger normal force ? Larger roughness effect
32Outline
- Motivation
- Algorithm Overview
- Synthesis of the Force Model
- Penetration Depth on the GPU
- Experiments and Results
- Conclusion
33Directional PD Definition
- Minimum translation along n to separate
two intersecting objects
n
34Directional PD of Height Fields
B
n
A
35PD with Texture Images
High-res Surface
Low-res Surface
n
36PD with Texture Images
High-res Surface
Low-res Surface
n
37PD with Texture Images
High-res Surface
Low-res Surface
n
38PD with Texture Images
High-res Surface
Low-res Surface
n
39PD Computation Algorithm
40Low-Resolution Models
41 Texture Images
42Step 1 Approximate PD
43Step 1 Approximate PD
44Step 2 Refined PD
45Pass 1 Render Geometry
46Pass 1 Texture Mapping
47Pass 1 Sample Surfaces
48Pass 1 Project to PD Direction
49Discrete Height Fields
50Pass 2 Subtract Height Fields
51Pass 2 Copy to Depth Buffer
52Binary Search for Max PD Govindaraju et al.
2004
53Test
54Test
55Gradient of PD
56Gradient of PD
- Central differences
- Recompute PD at 2 new object configurations
57Outline
- Motivation
- Algorithm Overview
- Synthesis of the Force Model
- Penetration Depth on the GPU
- Experiments and Results
- Conclusion
58Experiments
- Offline analysis of force model
- Quality of texture effects
- Performance tests.
59Offline Experiments
u
dn
kh
D
n
v
mh
bh
60Effect of Probe Diameter
Studies by Klatzky and Lederman
Simulation results
61Effect of Applied Force
Studies by Klatzky and Lederman
Simulation results
62Effect of Exploratory Speed
Studies by Klatzky and Lederman
Simulation results
63Roughness under Translation
x
z
y
64Roughness under Rotation
n
65Complex Objects
66Timings File and CAD Part
File full-res 285KtrisFile low-res 632
tris CAD full-res 658KtrisCAD low-res 720tris
Dual Pentium4 2.4GHz NVidia FX5950
67Outline
- Motivation
- Algorithm Overview
- Synthesis of the Force Model
- Penetration Depth on the GPU
- Experiments and Results
- Conclusion
68Summary
- Haptic rendering algorithm usinglow-res models
and texture images - Force model inspired by psychophysics studies
- Image-space algorithm for PD computation
(implemented on GPU)
69Results
- 500Hz force update rate with relatively simple
models - 100Hz-200Hz force update rate with complex models
- Haptic rendering of interaction between complex
textured models
70Limitations
- Cannot handle surfaces that cannot be described
as height fields in the contact region - Possible sampling-related aliasing
- Limited stability with high PD gradient
71Future Work
- Higher frequency textures
- Deformable textured surfaces
- Analysis of human factors
72References
- Haptic Display of Interaction between Textured
Models.Miguel A. Otaduy, Nitin Jain, Avneesh Sud
and Ming C. Lin.In Proc. of IEEE Visualization
Conference 2004. - A Perceptually-Inspired Force Model for Haptic
Texture Rendering. Miguel A. Otaduy and Ming C.
Lin.In Proc. of the Symposium on Applied
Perception in Graphics and Visualization 2004. - http//gamma.cs.unc.edu/HTextures/