664 research outputs found

    Realistic Haptic Rendering of Interacting Deformable Objects in Virtual Environments

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    International audienceA new computer haptics algorithm to be used in general interactive manipulations of deformable virtual objects is presented. In multimodal interactive simulations, haptic feedback computation often comes from contact forces. Subsequently, the fidelity of haptic rendering depends significantly on contact space modeling. Contact and friction laws between deformable models are often simplified in up to date methods. They do not allow a "realistic" rendering of the subtleties of contact space physical phenomena (such as slip and stick effects due to friction or mechanical coupling between contacts). In this paper, we use Signorini's contact law and Coulomb's friction law as a computer haptics basis. Real-time performance is made possible thanks to a linearization of the behavior in the contact space, formulated as the so-called Delassus operator, and iteratively solved by a Gauss-Seidel type algorithm. Dynamic deformation uses corotational global formulation to obtain the Delassus operator in which the mass and stiffness ratio are dissociated from the simulation time step. This last point is crucial to keep stable haptic feedback. This global approach has been packaged, implemented, and tested. Stable and realistic 6D haptic feedback is demonstrated through a clipping task experiment

    Quantifying perception of nonlinear elastic tissue models using multidimensional scaling

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    Simplified soft tissue models used in surgical simulations cannot perfectly reproduce all material behaviors. In particular, many tissues exhibit the Poynting effect, which results in normal forces during shearing of tissue and is only observed in nonlinear elastic material models. In order to investigate and quantify the role of the Poynting effect on material discrimination, we performed a multidimensional scaling (MDS) study. Participants were presented with several pairs of shear and normal forces generated by a haptic device during interaction with virtual soft objects. Participants were asked to rate the similarity between the forces felt. The selection of the material parameters – and thus the magnitude of the shear\ud and normal forces – was based on a pre-study prior to the MDS experiment. It was observed that for nonlinear elastic tissue models exhibiting the Poynting effect, MDS analysis indicated that both shear and normal forces affect user perception

    Virtual Hand Representations to Support Natural Interaction in Immersive Environment

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    Immersive Computing Technology (ICT) offers designers the unique ability to evaluate human interaction with product design concepts through the use of stereo viewing and 3D position tracking. These technologies provide designers with opportunities to create virtual simulations for numerous different applications. In order to support the immersive experience of a virtual simulation, it is necessary to employ interaction techniques that are appropriately mapped to specific tasks. Numerous methods for interacting in various virtual applications have been developed which use wands, game controllers, and haptic devices. However, if the intent of the simulation is to gather information on how a person would interact in an environment, more natural interaction paradigms are needed. The use of 3D hand models coupled with position-tracked gloves provide for intuitive interactions in virtual environments. This paper presents several methods of representing a virtual hand model in the virtual environment to support natural interaction

    Asynchronous haptic simulation of contacting deformable objects with variable stiffness

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    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

    Haptic Rendering of Interacting Dynamic Deformable Objects Simulated in Real-Time at Different Frequencies

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    International audienceThe dynamic response of deformable bodies varies significantly in dependence on mechanical properties of the objects: while the dynamics of a stiff and light object (e. g. wire or needle) involves high-frequency phenomena such as vibrations, much lower frequencies are sufficient for capturing dynamic response of an object composed of a soft tissue. Yet, when simulating mechanical interactions between soft and stiff deformable models, a single time-step is usually employed to compute the time integration of dynamics of both objects. However, this can be a serious issue when haptic rendering of complex scenes composed of various bodies is considered. In this paper, we present a novel method allowing for dynamic simulation of a scene composed of colliding objects modelled at different frequencies: typically, the dynamics of soft objects are calculated at frequency about 50 Hz, while the dynamics of stiff object is modeled at 1 kHz, being directly connected to the computation of haptic force feedback. The collision response is performed at both low and high frequencies employing data structures which describe the actual constraints and are shared between the high and low frequency loops. During the simulation, the realistic behaviour of the objects according to the mechanical principles (such as non-interpenetration and action-reaction principle) is guaranteed. Examples showing the scenes involving different bodies in interaction are given, demonstrating the benefits of the proposed method

    Haptic Rendering of Hyperelastic Models with Friction

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    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
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