A haptic device with collision detection response for sculpting virtual objects

Author(s):  
S.K. Yeung ◽  
E.M. Petriu
Author(s):  
Gabriel Zachmann

Collision detection is one of the enabling technologies in many areas, such as virtual assembly simulation, physically-based simulation, serious games, and virtual-reality based medical training. This chapter will provide a number of techniques and algorithms that provide efficient, real-time collision detection for virtual objects. They are applicable to various kinds of objects and are easy to implement.


2014 ◽  
Vol 519-520 ◽  
pp. 833-837
Author(s):  
Hui Yan Qu ◽  
Wei Zhao

In order to solve the virtual objects intersect problem in virtual environment, real-time fast CD application must be used in virtual environment. Collision detection algorithm based on a SIMD parallel was proposed. For ordered lists we used methods for N processors to search ordered sequence simultaneously, to select a valid range through an iterative, to retain the public segment as an iterative sequence so that to complete the division of the interval and data selection. It can improve the reconstruction of the bounding box of the data selected when these two algorithms applied to the detection of the CD. Experimental results show that compared with the classical reconstruction algorithm, the proposed algorithm has better time complexity and improve the efficiency of the CD.


Author(s):  
A. I. Emelyanov ◽  
A. S. Klimenko ◽  
S. V. Klimenko ◽  
S. I. Rotkov

2007 ◽  
Vol 4 (4) ◽  
pp. 157-168
Author(s):  
Juan Manuel Ibarra-Zannatha ◽  
Claudia Marmolejo-Rivas ◽  
Manuel Ferre-Pérez ◽  
Rafael Aracil-Santonja ◽  
Salvador Cobos-Guzmán

The aim of this work is the integration of a virtual environment containing a deformable object, manipulated by an open kinematical chain virtual slave robot, to a bilateral teleoperation scheme based on a real haptic device. The virtual environment of this hybrid bilateral teleoperation system combines collision detection algorithms, dynamical, kinematical and geometrical models with a position–position and/or force–position bilateral control algorithm, to produce on the operator side the reflected forces corresponding to the virtual mechanical interactions, through a haptic device. Contact teleoperation task over the virtual environment with a flexible object is implemented and analysed.


Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


2003 ◽  
Vol 15 (2) ◽  
pp. 121-127 ◽  
Author(s):  
Kenji Inoue ◽  
◽  
Reiko Uesugi ◽  
Tatsuo Arai ◽  
Yasushi Mae

A new haptic device using flexible sheet such as rubber is proposed. Controlling the bias tension of the sheet, the device varies compliance of the sheet in the normal direction; users can feel compliance of various virtual objects if they touch the sheet. The device is suitable for displaying soft objects. A prototype device using a square rubber sheet is developed. This device controls the bias tension of the sheet by pulling its four corners with four motors. The normal force applied to the center of the sheet and the normal displacement at this point are measured. The results show that the developed device can generate different compliance by changing the bias tension and that it can vary the compliance in response to 5 [Hz] sinusoidal change of the bias tension. The compliance of the human palm is measured and simulated by the device.


Author(s):  
A. I. Emelyanov ◽  
A. S. Klimenko ◽  
S. V. Klimenko ◽  
S. I. Rotkov

Author(s):  
Paolo Belluco ◽  
Monica Bordegoni ◽  
Samuele Polistina

Some Virtual Reality applications are based on the use of haptic interfaces for a more intuitive and realistic manipulation of the virtual objects. Typically, the haptic devices have a fixed position in the real space, and their working space is rather limited. As a consequence, there are locations in the virtual space that are out of the working space of the haptic device, and thus cannot be reached by users during the virtual objects manipulation. The paper describes a multimodal navigation modality based on the integrated use of various and low cost interaction devices that can be operated by a user taking into account that one of his hands is engaged for the manipulation of the haptic device. Therefore, we have decided to implement the user interface by using the Nintendo® Wii Remote™ and the BalanceBoard™, which can be operated by the user using the other hand and his feet. The navigation modality has been integrated and tested in a Virtual Reality application for the virtual manual assembly of mechanical components. A preliminary validation of the application has been performed by an expert user with the aim of identifying major usability and performance issues by using the heuristic evaluation method.


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