• Title/Summary/Keyword: 햅틱 렌더링

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A Study on VR Based Training System Contents Test Method (가상현실 기반 훈련시스템 콘텐츠 시험방법에 관한 연구)

  • Lee, Gyungchang;Cha, Moohyun;Youn, Cheong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.486-489
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    • 2016
  • 가상현실 기반 훈련시스템은 3D 모델링 기법으로 개발되어 실시간 렌더링(Realtime Rendering)되는 훈련용 콘텐츠와 운동감 제공을 위한 모션플랫폼, 촉감 제공을 위한 햅틱장치 등 다양한 하드웨어를 이용하여 인간 감각에 대한 모의 체험환경을 제공함으로써 높은 훈련 몰입감을 제공한다. 훈련시스템의 구성요소 중 하드웨어들은 설계 성능을 바탕으로 정량적 시험평가로서 검증(Verification)과 확인(Validation)이 가능하나, 훈련환경에 대한 사실적 가시화가 요구되는 훈련용 콘텐츠는 시현을 위한 실시간 렌더링 성능 등의 정량적 시험평가 만으로 검증과 확인에 어려움이 많다. 본 연구에서는 일반 소프트웨어와 콘텐츠 소프트웨어 테스팅 요소 차이와 상용게임 콘텐츠와 훈련용 콘텐츠의 차이점을 분석하고, 훈련용 콘텐츠의 정량적 시험평가를 위한 명세서의 작성과 활용을 제안한다.

Noise filtering for Depth Images using Shape Smoothing and Z-buffer Rendering (형상 스무딩과 Z-buffer 렌더링을 이용한 깊이 영상의 노이즈 필터링)

  • Kim, Seung-Man;Park, Jeung-Chul;Cho, Ji-Ho;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1188-1193
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    • 2006
  • 본 논문에서는 동적 객체의 3 차원 정보를 표현하는 깊이 영상의 노이즈 필터링 방법을 제안한다. 실제 객체의 동적인 3 차원 정보는 적외선 깊이 센서가 장착된 깊이 비디오 카메라를 이용하여 실시간으로 획득되며, 일련의 깊이 영상, 즉 깊이 비디오(depth video)로 표현될 수 있다. 하지만 측정환경의 조명조건, 객체의 반사속성, 카메라의 시스템 오차 등으로 인해 깊이 영상에는 고주파 성분의 노이즈가 발생하게 된다. 이를 효과적으로 제거하기 위해 깊이 영상기반의 모델링 기법(depth image-based modeling)을 이용한 3 차원 메쉬 모델링을 수행한다. 생성된 3 차원 메쉬 모델은 깊이 영상의 노이즈로 인해 경계 영역과 형상 내부 영역에 심각한 형상 오차를 가진다. 경계 영역의 오차를 제거하기 위해 깊이 영상으로부터 경계 영역을 추출하고, 가까운 순서로 정렬한 후 angular deviation 을 이용하여 불필요하게 중복된 점들을 제거한다. 그리고 나서 2 차원 가우시안 스무딩 기법을 적용하여 부드러운 경계영역을 생성한다. 형상 내부에 대해서는 경계영역에 제약조건을 주고 3 차원 가우시안 스무딩 기법을 적용하여 전체적으로 부드러운 형상을 생성한다. 최종적으로 스무딩된 3 차원 메쉬모델을 렌더링할 때, 깊이 버퍼에 있는 정규화된 깊이 값들을 추출하여 원래 깊이 영상과 동일한 깊이 영역을 가지도록 저장함으로서 전역적으로 연속적이면서 부드러운 깊이 영상을 생성할 수 있다. 제안된 방법에 의해 노이즈가 제거된 깊이 영상을 이용하여 고품질의 영상기반 렌더링이나 깊이 비디오 기반의 햅틱 렌더링에 적용할 수 있다.

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Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

Pottery Modeling Using Circular Sector Element Method (부채꼴 요소법을 이용한 3 차원 도자기 모델링)

  • Lee, Jae-Bong;Han, Gab-Jong;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.78-84
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    • 2008
  • This paper presents a fast modeling technique of virtual pottery using force feedback based on a circular sector element method. Previous techniques for simulating deformable objects such as finite element method (FEM) are limited in real-time haptic rendering due to their complexity and expensive computational cost. In our model, circular sector elements which fully represent features of pottery's shape are closely gathered and piled together. This allows efficient deformable object modeling through a decrease in the number of elements and reducing computational cost.

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Telepresence Robotic Technology for Individuals with Visual Impairments Through Real-time Haptic Rendering (실시간 햅틱 렌더링 기술을 통한 시각 장애인을 위한 원격현장감(Telepresence) 로봇 기술)

  • Park, Chung Hyuk;Howard, Ayanna M.
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.197-205
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    • 2013
  • This paper presents a robotic system that provides telepresence to the visually impaired by combining real-time haptic rendering with multi-modal interaction. A virtual-proxy based haptic rendering process using a RGB-D sensor is developed and integrated into a unified framework for control and feedback for the telepresence robot. We discuss the challenging problem of presenting environmental perception to a user with visual impairments and our solution for multi-modal interaction. We also explain the experimental design and protocols, and results with human subjects with and without visual impairments. Discussion on the performance of our system and our future goals are presented toward the end.

Realization of Haptic Collaboration System over Super-high-resolution Networked Tiled Display (초고해상도 네트워크 디스플레이 기반 촉감형 협업 시스템의 구현)

  • Son, Seok-Ho;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.572-578
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    • 2009
  • This paper introduce a structure of haptic collaboration system over high resolution tiled-display, and proposes a object based efficient display method for high resolution display in integrated system. in addition, a modeling of visualization system is defined to evaluate performance of the proposed method. Both haptic system and tiled-display system have requirements of computational power. A haptic device is unstable if haptic rendering rate is less than 1kHz. A requirement of tiled-display systems is frame rate of display. It requires update of 30 frame fer sec. If we use these systems independently, we can satisfy each requirements. However, if we integrate two systems, performance of entire system significantly decreases because of lack of resources. In this paper, therefore, we propose a segmentation-based display method for ultra high resolution display in integrated system. The proposed method reduces redundancy of display data by reducing a display rate of static objects. Finally, a modeling of visualization system is defined to evaluate performance of the proposed method.

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posVibEditor: Authoring Tool for Designing Vibrotactile Patterns in Mobile Devices (posVibEditor: 모바일 기기에서 진동촉감 패턴의 디자인 저작 도구)

  • Ryu, Jong-Hyun;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.256-261
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    • 2008
  • We developed an authoring tool for designing vibrotactile patterns quickly and easily by using the drag-and-drop paradigm in mobile devices. Designed vibrotactile patterns are registered into a data pool in the XML format, improving the reusability and extensibility of vibrotactile patterns. A multi-channel timeline interface is also incorporated to provide time-synchronized pattern editing for multiple vibration patterns (for multiple vibration actuators). In addition, an internal vibration player is embedded in the authoring tool in order to evaluate the patterns on the spot. A transform function for perceptually transparent vibration rendering can also be set in the editor. Although the authoring tool was developed for mobile devices, it can be used for other applications such as haptic interaction m virtual reality.

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AI-based Automatic Spine CT Image Segmentation and Haptic Rendering for Spinal Needle Insertion Simulator (척추 바늘 삽입술 시뮬레이터 개발을 위한 인공지능 기반 척추 CT 이미지 자동분할 및 햅틱 렌더링)

  • Park, Ikjong;Kim, Keehoon;Choi, Gun;Chung, Wan Kyun
    • The Journal of Korea Robotics Society
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    • v.15 no.4
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    • pp.316-322
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    • 2020
  • Endoscopic spine surgery is an advanced surgical technique for spinal surgery since it minimizes skin incision, muscle damage, and blood loss compared to open surgery. It requires, however, accurate positioning of an endoscope to avoid spinal nerves and to locate the endoscope near the target disk. Before the insertion of the endoscope, a guide needle is inserted to guide it. Also, the result of the surgery highly depends on the surgeons' experience and the patients' CT or MRI images. Thus, for the training, a number of haptic simulators for spinal needle insertion have been developed. But, still, it is difficult to be used in the medical field practically because previous studies require manual segmentation of vertebrae from CT images, and interaction force between the needle and soft tissue has not been considered carefully. This paper proposes AI-based automatic vertebrae CT-image segmentation and haptic rendering method using the proposed need-tissue interaction model. For the segmentation, U-net structure was implemented and the accuracy was 93% in pixel and 88% in IoU. The needle-tissue interaction model including puncture force and friction force was implemented for haptic rendering in the proposed spinal needle insertion simulator.

Effective Inverse Matrix Transformation Method for Haptic Volume Rendering (햅틱 볼륨 렌더링을 위한 효과적인 역행렬 계산법)

  • Kim, Nam-Oh;Min, Wan-Ki;Jung, Won-Tae;Kim, Young-Dong
    • Proceedings of the KIEE Conference
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    • 2007.11c
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    • pp.183-186
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    • 2007
  • Realistic deformation of computer simulated anatomical structures is computationally intensive. As a result, simple methodologies not based in continuum mechanics have been employed for achieving real time deformation of virtual reality. Since the graphical interpolations and simple spring models commonly used in these simulations are not based on the biomechanical properties of tissue structures, these "quick and dirty"methods typically do not accurately represent the complex deformations and force-feedback interactions that can take place during surgery. Finite Element(FE) analysis is widely regarded as the most appropriate alternative to these methods. However, because of the highly computational nature of the FE method, its direct application to real time force feedback and visualization of tissue deformation has not been practical for most simulations. If the mathematics are optimized through pre-processing to yield only the information essential to the simulation task run-time computation requirements can be drastically reduced. To apply the FEM, We examined a various in verse matrix method and a deformed material model is produced and then the graphic deformation with this model is able to force. As our simulation program is reduced by the real-time calculation and simplification because the purpose of this system is to transact in the real time.

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Six-degree-of-freedom Haptic Rendering using Translational and Generalized Penetration Depth Computation (선형 및 일반형 침투깊이를 이용한 6자유도 햅틱 렌더링 알고리즘)

  • Li, Yi;Lee, Youngeun;Kim, Young J.
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.173-178
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    • 2013
  • We present six-degree-of-freedom (6DoF) haptic rendering algorithms using translational ($PD_t$) and generalized penetration depth ($PD_g$). Our rendering algorithm can handle any type of object/object haptic interaction using penalty-based response and makes no assumption about the underlying geometry and topology. Moreover, our rendering algorithm can effectively deal with multiple contacts. Our penetration depth algorithms for $PD_t$ and $PD_g$ are based on a contact-space projection technique combined with iterative, local optimization on the contact-space. We circumvent the local minima problem, imposed by the local optimization, using motion coherence present in the haptic simulation. Our experimental results show that our methods can produce high-fidelity force feedback for general polygonal models consisting of tens of thousands of triangles at near-haptic rates, and are successfully integrated into an off-the-shelf 6DoF haptic device. We also discuss the benefits of using different formulations of penetration depth in the context of 6DoF haptics.