IEEE Trans Haptics. 2013 Apr-Jun;6(2):167-80. doi: 10.1109/TOH.2012.63.
Six-degree-of-freedom (6-DOF) haptic rendering for fine manipulation in narrow space is a challenging topic because of frequent constraint changes caused by small tool movement and the requirement to preserve the feel of fine-features of objects. In this paper, we introduce a configuration-based constrained optimization method for solving this rendering problem. We represent an object using a hierarchy of spheres, i.e., a sphere tree, which allows faster detection of multiple contacts/collisions among objects than polygonal mesh and facilitates contact constraint formulation. Given a moving graphic tool as the avatar of the haptic tool in the virtual environment, we compute its quasi-static motion by solving a configuration-based optimization. The constraints in the 6D configuration space of the graphic tool is obtained and updated through online mapping of the nonpenetration constraint between the spheres of the graphic tool and those of the other objects in the three-dimensional physical space, based on the result of collision detection. This problem is further modeled as a quadratic programming optimization and solved by the classic active-set methods. Our algorithm has been implemented and interfaced with a 6-DOF Phantom Premium 3.0. We demonstrate its performance in several benchmarks involving complex, multiregion contacts. The experimental results show both the high efficiency and stability of haptic rendering by our method for complex scenarios. Nonpenetration between the graphic tool and the object is maintained under frequent contact switches. Update rate of the simulation loop including optimization and constraint identification is maintained at about 1 kHz.
用于狭窄空间精细操作的六自由度(6-DOF)触觉渲染是一个具有挑战性的课题,因为小工具移动会导致频繁的约束变化,并且需要保留物体精细特征的触感。在本文中,我们介绍一种基于配置的约束优化方法来解决此渲染问题。我们使用球体层次结构(即球体树)来表示物体,与多边形网格相比,这允许更快地检测物体之间的多个接触/碰撞,并便于接触约束的制定。给定一个移动的图形工具作为虚拟环境中触觉工具的化身,我们通过求解基于配置的优化来计算其准静态运动。基于碰撞检测结果,通过对图形工具的球体与三维物理空间中其他物体的球体之间的非穿透约束进行在线映射,获得并更新图形工具6D配置空间中的约束。这个问题进一步建模为二次规划优化,并通过经典的活动集方法求解。我们的算法已经实现,并与六自由度的Phantom Premium 3.0进行了接口。我们在几个涉及复杂多区域接触的基准测试中展示了它(算法)的性能。实验结果表明,我们的方法在复杂场景下进行触觉渲染具有高效率和稳定性。在频繁的接触切换下,图形工具与物体之间保持非穿透状态。包括优化和约束识别在内的模拟循环更新率保持在约1 kHz。