• Title/Summary/Keyword: Haptic deformation

Search Result 23, Processing Time 0.029 seconds

A Study of the real-time graphic deformation algorithm with virtual environment control (가상환경 제어에서 실시간 그래픽 변형에 관한 연구)

  • Kim, Young-Su;Bae, Chul;Kim, A-Hyun;Park, Kyung-Seok;Kang, Won-Chan;Kim, Young-Dong
    • Proceedings of the KIEE Conference
    • /
    • 2003.07d
    • /
    • pp.2265-2267
    • /
    • 2003
  • In this paper, the virtual reality system is tried to developed, which controls not only the sense of sight and hearing but also the sense of touch, In order to develope the sense of touch in this study, the stable tactual transaction system, based on summing up the basic algorithm and theory is embodied. Especially, the graphic deformation algorithm is developed in realtime with using the deformed FEM. To apply the FEM, a deformed material model is produced and then the graphic deformation with this model is able to force. Finally, the graphic transaction algorithm is deduced by the realtime calculation and simplification because the purpose of this system is to transact in real time. The result of this study is that the proposed system is possible to deform the graphics and transact the haptic in real time in PC. The simulation program has been made to prove this result.

  • PDF

Various Haptic Effects Based on Simultaneous Actuation of Motors and Brakes (모터와 브레이크의 동시구현에 기초한 다양한 햅틱효과의 제시)

  • Kwon Tae-Bum;Song Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.11 no.7
    • /
    • pp.602-608
    • /
    • 2005
  • In the virtual environment, force feedback to the human operator makes virtual experiences more realistic. To ensure the safe operation and enhance the haptic feeling, stability should be guaranteed. Both motors and brakes are commonly used for haptic devices. Motors can generate a torque in any direction, but they can make the system active during operation, thus leading to instability. Brakes can generate a torque only against their rotation, but they dissipate energy during operation, which makes the system intrinsically stable. Consequently, motors and brakes are complementing each other. In this research, a two degree-of-freedom (DOF) haptic device equipped with motors and brakes has been developed to provide better haptic effects. Each DOF is actuated by a pair of motor and brake. Modeling of the environment and the control method are needed to utilize both actuators. Among various haptic effects, contact with the virtual wall, representation of friction and representation of plastic deformation have been investigated extensively in this paper. It is shown that the hybrid haptic device is more suited to some applications than the motor-based haptic device.

Physics-based Real-time Simulation of Deformable Body for Haptic Interface (햅틱 인터페이스를 위한 물리기반 변형체 실시간 시뮬레이션)

  • Jun, Seong-Ki;Choi, Jin-Bok;Cho, Maeng-Hyo
    • Proceedings of the KSME Conference
    • /
    • 2004.04a
    • /
    • pp.557-562
    • /
    • 2004
  • For constructing virtual environment it is more natural to model object as deformable body than as rigid body. High accuracy of simulation of model and low-latency computational cost for real-time simulation should be guaranteed. We pre-compute Green function through finite element analysis of deformable body and it is possible to simulate deformation of body in real-time environment using Capacitance Matrix Algorithm. Also, the capacitance matrix algorithm enables to construct the haptic rendering which serves the reaction force through a haptic device. The Newmark scheme is used for the more realistic haptic rendering and dynamic simulation in real-time.

  • PDF

A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.31 no.12
    • /
    • pp.682-691
    • /
    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids (SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션)

  • Kim, Seokyeol;Park, Jinah
    • Journal of the Korean Society of Visualization
    • /
    • v.15 no.1
    • /
    • pp.32-40
    • /
    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.

A Haptic Pottery Modeling System Using GPU-Based Circular Sector Element Method (GPU 기반의 부채꼴 요소법을 이용한 햅틱 도자기 모델링 시스템)

  • Lee, Jae-Bong;Han, Gab-Jong;Choi, Seung-Moon
    • Journal of KIISE:Software and Applications
    • /
    • v.37 no.8
    • /
    • pp.611-619
    • /
    • 2010
  • This paper presents an efficient modeling system of virtual pottery in which the user can deform a body of virtual clay with a haptic tool for E-learning. We propose a Circular Sector Element Method (CSEM) which represents the virtual pottery with a set of circular sector elements based on the cylindrical symmetry of pottery. Efficient algorithms for collision detection and response, interactions between adjacent elements, and GPU-based visual-haptic synchronization are designed and implemented for the CSEM. Empirical evaluation showed that the modeling system is computationally efficient with finer details and provides convincing model deformation and force feedback. The developed system, if combined with educational contents, is expected to be used as an effective E-learning platform for elementary school students.

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
    • /
    • 2007.11c
    • /
    • pp.183-186
    • /
    • 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.

  • PDF

The Virtual Environment Control using Real-time Graphic Deformation Algorithm (실시간 그래픽 디포메이션 알고리즘을 이용한 가상환경젱어)

  • 강원찬;김남오;최창주
    • The Transactions of the Korean Institute of Electrical Engineers D
    • /
    • v.53 no.5
    • /
    • pp.309-314
    • /
    • 2004
  • In the established virtual-reality system, although it is possible to transact a faculty of sensation and graphic in a single PC, virtual object forcibly treated with rigid body for the reason of the huge amount of calculation, and the number of polygon is restricted. Furthermore, there is some difficulty in the financial aspect and a program field, because the existing virtual-reality system needs at least two workstations or super computers. In this study, the new force-reflecting algorithm called as "Proxy" and a finite element method of Hyperion are applied to this system in order to transact in real-time. Consequently, though the number of polygon, which brings about an obstacle is increased in the real-time graphic transaction, this system makes it possible to transact in the real-time, not being influenced by the size of the virtual object.

Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.210-218
    • /
    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

  • PDF

A Study of Controller's Output Characteristics for Hatic Interface System (촉각시스템용 제어기의 출력특성연구)

  • Kim Y.S.;Kim A.H.;Bae C.;Kang W,C.;Kim Y.D.
    • Proceedings of the KIPE Conference
    • /
    • 2003.07a
    • /
    • pp.410-414
    • /
    • 2003
  • In this paper, the virtual-reality system is tried to developed, which controls not only the sense of sight and hearing but also the sense of touch, In order to develope the sense of touch in this study, the stable tactual transaction-system, based on summing up the basic algorithm and theory, is embodied. The hardware of this system consists of the 6DOF haptic interface, a controller and a driver In the case of the software, the proxy algorithm is applied for the force-transaction and the mopping algorithm is used for graphic transaction. In addition to this, the imaginary-device driver is utilized for controlling the system and manager-class is also included in this system to manage the position-change and the like. Consequently, the proxy algorithm Is applied, which makes the system possible to be more stable and prompt with and imaginary object. Moreover, the impulse-algorithm is applied to work out a problem which the tactual transaction-period is different from the graphic transaction-period.

  • PDF