378 research outputs found

    Haptic Rendering of Hyperelastic Models with Friction

    Get PDF
    International audience— This paper presents an original method for inter-actions' haptic rendering when treating hyperelastic materials. Such simulations are known to be difficult due to the non-linear behavior of hyperelastic bodies; furthermore, haptic constraints enjoin contact forces to be refreshed at least at 1000 updates per second. To enforce the stability of simulations of generic objects of any range of stiffness, this method relies on implicit time integration. Soft tissues dynamics is simulated in real time (20 to 100 Hz) using the Multiplicative Jacobian Energy Decomposition (MJED) method. An asynchronous preconditioner, updated at low rates (1 to 10 Hz), is used to obtain a close approximation of the mechanical coupling of interactions. Finally, the contact problem is linearized and, using a specific-loop, it is updated at typical haptic rates (around 1000 Hz) allowing this way new simulations of prompt stiff-contacts and providing a continuous haptic feedback as well

    Asynchronous haptic simulation of contacting deformable objects with variable stiffness

    Get PDF
    International audienceAbstract--This paper presents a new asynchronous approach for haptic rendering of deformable objects. When stiff nonlinear deformations take place, they introduce important and rapid variations of the force sent to the user. This problem is similar to the stiff virtual wall for which a high refresh rate is required to obtain a stable haptic feedback. However, when dealing with several interacting deformable objects, it is usually impossible to simulate all objects at high rates. To address this problem we propose a quasi-static framework that allows for stable interactions of asynchronously computed deformable objects. In the proposed approach, a deformable object can be computed at high refresh rates, while the remaining deformable virtual objects remain computed at low refresh rates. Moreover, contacts and other constraints between the different objects of the virtual environment are accurately solved using a shared Linear Complementarity Problem (LCP). Finally, we demonstrate our method on two test cases: a snap-in example involving non-linear deformations and a virtual thread interacting with a deformable object

    MORPH-DSLAM: Model Order Reduction for PHysics-based Deformable SLAM

    Get PDF
    We propose a new methodology to estimate the 3D displacement field of deformable objects from video sequences using standard monocular cameras. We solve in real time the complete (possibly visco-)hyperelasticity problem to properly describe the strain and stress fields that are consistent with the displacements captured by the images, constrained by real physics. We do not impose any ad-hoc prior or energy minimization in the external surface, since the real and complete mechanics problem is solved. This means that we can also estimate the internal state of the objects, even in occluded areas, just by observing the external surface and the knowledge of material properties and geometry. Solving this problem in real time using a realistic constitutive law, usually non-linear, is out of reach for current systems. To overcome this difficulty, we solve off-line a parametrized problem that considers each source of variability in the problem as a new parameter and, consequently, as a new dimension in the formulation. Model Order Reduction methods allow us to reduce the dimensionality of the problem, and therefore, its computational cost, while preserving the visualization of the solution in the high-dimensionality space. This allows an accurate estimation of the object deformations, improving also the robustness in the 3D points estimation

    Dynamic Real-Time Deformations using Space and Time Adaptive Sampling

    Get PDF
    International audienceThis paper presents the first robust method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. The approach uses an automatic space and time adaptive level of detail technique, in combination with a large-displacement (Green) strain tensor formulation. The body is hierarchically partitioned into a number of tetrahedral regions and mass samples. The local resolution is determined by a quality condition that indicates where and when the resolution is too coarse. As the object moves and deforms, the sampling is refined to concentrate the computational load into the regions that deform the most. Our model consist of a continuous equation solved using a local explicit finite element method. We demonstrate that our adaptive Green strain tensor formulation virtually suppresses unwanted artifacts in the dynamic behavior, compared to adaptive mass-spring and other adaptive approaches. In particular, damped elastic vibration modes are shown to be nearly unchanged for several levels of refinement. Results are presented in the context of a virtual reality system. The user interacts in real-time with the dynamic object (such as a liver) through the control of a rigid tool, attached to a haptic device driven with forces derived from the method.Nous présentons une méthode robuste pour calculer les déformations dynamiques d'objets visco-élastiques, avec une garantie de temps-réel. L'idee maîtresse est d'utiliser une adaptation automatique, dans le temps et dans l'espace, du niveau de détail à laquelle la simulation est calculée, en combinaison avec un modèle élastique autorisant les grands déplacements (tenseur de Green). Le corps déformable est divisé en une hiérarchie de maillages tétrahédraux, du plus grossier aux plus fin. La résolution locale des calculs est déterminée par un critère de qualité qui nous dit quand et où raffiner ou déraffiner le modèle. Lors des déformations, la puissance de calcul se concentre ainsi tout naturellement sur les régions ou les déformations sont les plus grandes. Notre modèle repose sur une équation de l´elasticité des milieux continus, intégrée en utilisant une méthode d'éléments finis explicites. Nous avons montré expérimentalement que notre simulation adaptative basée sur le tenseur de Green supprime les artéfacts du comportement dynamique qui pouvaient être observés lorsque la même méthodologie était appliquée à d'autres modèles (masses-ressorts, tenseur de Cauchy, etc). En particulier, les modes de vibration du matériau semblent sensiblement les mêmes à tous les niveaux de résolution, ce qui s'est révélé indispensable pour faire fonctionner le modèle. Nous présentons nos résultats dans le contexte d'un système de réalité virtuelle ou l'utilisateur intéragit avec l'objet via un outil rigide, contrôlé par une interface à retour d'effort

    Fast Penetration Depth Estimation for Elastic Bodies

    Get PDF
    We present a fast penetration depth estimation algorithm between deformable polyhedral objects. We assume the continuum of non-rigid models are discretized using standard techniques, such as finite element or finite difference methods. As the objects deform, the pre-computed distance fields are deformed accordingly to estimate penetration depth, allowing enforcement of non-penetration constraints between two colliding elastic bodies. This approach can automatically handle self-penetration and inter-penetration in a uniform manner. We demonstrate its effectiveness on moderately complex simulation scenes
    • …
    corecore