Duriez Christian, Dubois Frédéric, Kheddar Abderrahmane, Andriot Claude
CIMIT Simulation Group, Cambridge, MA 02139, USA.
IEEE Trans Vis Comput Graph. 2006 Jan-Feb;12(1):36-47. doi: 10.1109/TVCG.2006.13.
A 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.
提出了一种用于可变形虚拟物体一般交互操作的新型计算机触觉算法。在多模态交互模拟中,触觉反馈计算通常来自接触力。随后,触觉渲染的逼真度很大程度上取决于接触空间建模。在现有方法中,可变形模型之间的接触和摩擦定律常常被简化。它们无法对接触空间物理现象的细微之处进行“逼真”渲染(例如由于摩擦或接触之间的机械耦合导致的滑动和粘着效应)。在本文中,我们将Signorini接触定律和库仑摩擦定律用作计算机触觉的基础。由于在接触空间中行为的线性化(表述为所谓的Delassus算子),并通过高斯 - 赛德尔型算法进行迭代求解,从而实现了实时性能。动态变形使用共旋全局公式来获得Delassus算子,其中质量与刚度比与模拟时间步长解耦。最后这一点对于保持稳定的触觉反馈至关重要。这种全局方法已经被打包、实现并进行了测试。通过一个裁剪任务实验展示了稳定且逼真的6D触觉反馈。