Tian Hao, Wang Changbo, Manocha Dinesh, Zhang Xinyu
IEEE Trans Vis Comput Graph. 2019 Aug;25(8):2623-2635. doi: 10.1109/TVCG.2018.2849381. Epub 2018 Jun 21.
We present a realtime virtual grasping algorithm to model interactions with virtual objects. Our approach is designed for multi-fingered hands and makes no assumptions about the motion of the user's hand or the virtual objects. Given a model of the virtual hand, we use machine learning and particle swarm optimization to automatically pre-compute stable grasp configurations for that object. The learning pre-computation step is accelerated using GPU parallelization. At runtime, we rely on the pre-computed stable grasp configurations, and dynamics/non-penetration constraints along with motion planning techniques to compute plausible looking grasps. In practice, our realtime algorithm can perform virtual grasping operations in less than 20ms for complex virtual objects, including high genus objects with holes. We have integrated our grasping algorithm with Oculus Rift HMD and Leap Motion controller and evaluated its performance for different tasks corresponding to grabbing virtual objects and placing them at arbitrary locations. Our user evaluation suggests that our virtual grasping algorithm can increase the user's realism and participation in these tasks and offers considerable benefits over prior interaction algorithms, such as pinch grasping and raycast picking.
我们提出了一种实时虚拟抓取算法,用于对与虚拟物体的交互进行建模。我们的方法是为多指手设计的,对用户手部或虚拟物体的运动不做任何假设。给定虚拟手的模型,我们使用机器学习和粒子群优化来自动预先计算该物体的稳定抓取配置。使用GPU并行化加速学习预计算步骤。在运行时,我们依靠预先计算的稳定抓取配置、动力学/非穿透约束以及运动规划技术来计算看起来合理的抓取。在实践中,我们的实时算法对于复杂的虚拟物体,包括有孔的高亏格物体,能够在不到20毫秒的时间内执行虚拟抓取操作。我们已经将我们的抓取算法与Oculus Rift头戴式显示器和Leap Motion控制器集成在一起,并针对抓取虚拟物体并将其放置在任意位置的不同任务评估了其性能。我们的用户评估表明,我们的虚拟抓取算法可以提高用户在这些任务中的真实感和参与度,并且比诸如捏合抓取和射线投射拾取等先前的交互算法具有显著优势。