7,011 research outputs found

    Haptic rendering of continuous parametric models

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    Haptic rendering is the process of computing restoring forces that are required to generate a perception of touch between a user and a virtual environment. The realism of haptic rendering depends mainly on haptic rendering algorithms and the modeling of virtual objects in a virtual environment. Friction and texture rendering also play an important role in increasing the realism of the experience between a user and a virtual environment. The state of the art haptic and friction rendering algorithms in the literature are developed for polygonal models. These approaches can not benefit from the advantages of continuous parametric surfaces such as compact representation, higher order continuity and exact computation of surface normals. In this thesis, a feedback-stabilized closest point tracking based haptic rendering algorithm is extended by introducing a direct friction rendering method for continuous parametric surfaces. Unlike the existing approaches, the proposed friction rendering method is direct and does not rely on the algorithms introduced for polyhedral surfaces. This algorithm implements the stiction model of friction for haptic rendering of parametric surfaces. It can directly operate on parametric models and can handle surfaces with high curvature. Furthermore, the algorithm allows transitions from sticking to sliding and sliding to sticking, as well as surface to surface transitions, without introducing discontinuous force artifacts. The algorithm also allows for tuning of the friction coefficient during the mode transitions to enable rendering of the Stribeck effect. Thanks to its feedback-stabilized core, it is robust against drift and numerical noise. The algorithm is computationally efficient (with respect to time and space); its applicability and effectiveness to simulate friction are verified through simulations and real-time implementations. In particular, the friction rendering algorithm is tested using pre-determined trajectories that demonstrate successful rendering of static friction at a corner, the mode changes from static-to-dynamic and dynamic-to-static friction

    Review of the mathematical foundations of data fusion techniques in surface metrology

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    The recent proliferation of engineered surfaces, including freeform and structured surfaces, is challenging current metrology techniques. Measurement using multiple sensors has been proposed to achieve enhanced benefits, mainly in terms of spatial frequency bandwidth, which a single sensor cannot provide. When using data from different sensors, a process of data fusion is required and there is much active research in this area. In this paper, current data fusion methods and applications are reviewed, with a focus on the mathematical foundations of the subject. Common research questions in the fusion of surface metrology data are raised and potential fusion algorithms are discussed

    Integrated modeling and analysis methodologies for architecture-level vehicle design.

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    In order to satisfy customer expectations, a ground vehicle must be designed to meet a broad range of performance requirements. A satisfactory vehicle design process implements a set of requirements reflecting necessary, but perhaps not sufficient conditions for assuring success in a highly competitive market. An optimal architecture-level vehicle design configuration is one of the most important of these requirements. A basic layout that is efficient and flexible permits significant reductions in the time needed to complete the product development cycle, with commensurate reductions in cost. Unfortunately, architecture-level design is the most abstract phase of the design process. The high-level concepts that characterize these designs do not lend themselves to traditional analyses normally used to characterize, assess, and optimize designs later in the development cycle. This research addresses the need for architecture-level design abstractions that can be used to support ground vehicle development. The work begins with a rigorous description of hierarchical function-based abstractions representing not the physical configuration of the elements of a vehicle, but their function within the design space. The hierarchical nature of the abstractions lends itself to object orientation - convenient for software implementation purposes - as well as description of components, assemblies, feature groupings based on non-structural interactions, and eventually, full vehicles. Unlike the traditional early-design abstractions, the completeness of our function-based hierarchical abstractions, including their interactions, allows their use as a starting point for the derivation of analysis models. The scope of the research in this dissertation includes development of meshing algorithms for abstract structural models, a rigid-body analysis engine, and a fatigue analysis module. It is expected that the results obtained in this study will move systematic design and analysis to the earliest phases of the vehicle development process, leading to more highly optimized architectures, and eventually, better ground vehicles. This work shows that architecture level abstractions in many cases are better suited for life cycle support than geometric CAD models. Finally, substituting modeling, simulation, and optimization for intuition and guesswork will do much to mitigate the risk inherent in large projects by minimizing the possibility of incorporating irrevocably compromised architecture elements into a vehicle design that no amount of detail-level reengineering can undo

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Sim-to-Real Transfer of Robotic Control with Dynamics Randomization

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    Simulations are attractive environments for training agents as they provide an abundant source of data and alleviate certain safety concerns during the training process. But the behaviours developed by agents in simulation are often specific to the characteristics of the simulator. Due to modeling error, strategies that are successful in simulation may not transfer to their real world counterparts. In this paper, we demonstrate a simple method to bridge this "reality gap". By randomizing the dynamics of the simulator during training, we are able to develop policies that are capable of adapting to very different dynamics, including ones that differ significantly from the dynamics on which the policies were trained. This adaptivity enables the policies to generalize to the dynamics of the real world without any training on the physical system. Our approach is demonstrated on an object pushing task using a robotic arm. Despite being trained exclusively in simulation, our policies are able to maintain a similar level of performance when deployed on a real robot, reliably moving an object to a desired location from random initial configurations. We explore the impact of various design decisions and show that the resulting policies are robust to significant calibration error

    Digital wood craft

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    In 1995, Robin Evans points out in his book The Projective Cast how the development of techniques changed architecture and the space inhabited in times of Gothic and early Renaissance. We see a parallel phenomenon today, where the interplay of technology and tool gives shape to new design (Kolarevic 2005). Yet in opposition to the interwoven fields of design and craft of the late Gothic, todayis building sector is enormously diversified, and a growing complexity in the building process and number of used materials can be observed. This gives an opposite point of departure into a more integrated field of design and innovation in architectural design and building industry
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