Zhao Danyong, Li Yijing, Barbic Jernej
IEEE Trans Haptics. 2018 Feb 7. doi: 10.1109/TOH.2018.2803172.
Simulating frictional contact between objects with complex geometry is important for 6-DoF haptic rendering applications. For example, friction determines whether components can be navigated past narrow clearances in virtual assembly. State-of-the-art haptic rendering of frictional contact either augments penalty contact with frictional penalty springs, which do not prevent sliding and cannot render correct static friction, or uses constraint-based methods that are difficult to meet the stringent haptic loop computation time requirements for complex geometry. We give a 6-DoF Coulomb friction haptic rendering algorithm for distributed contact between rigid objects with complex geometry. Our algorithm is compatible with the fast point vs implicit function penalty-based contact method such as the Voxmap-PointShell method. Our algorithm incorporates the maximal dissipation principle and produces correct static friction, all the while inheriting the speed of penalty-based methods. We demonstrate our algorithm on several challenging 6-DoF haptic rendering examples.
对于六自由度触觉渲染应用而言,模拟具有复杂几何形状的物体之间的摩擦接触非常重要。例如,摩擦力决定了在虚拟装配中组件能否通过狭窄间隙。摩擦接触的现有触觉渲染方法,要么是用摩擦惩罚弹簧增强惩罚接触,但这无法防止滑动且不能呈现正确的静摩擦力,要么是使用基于约束的方法,而这些方法难以满足复杂几何形状对严格触觉循环计算时间的要求。我们给出了一种用于具有复杂几何形状的刚性物体之间分布式接触的六自由度库仑摩擦触觉渲染算法。我们的算法与基于快速点与隐函数惩罚的接触方法(如体素映射 - 点壳方法)兼容。我们的算法纳入了最大耗散原理,并能产生正确的静摩擦力,同时继承了基于惩罚方法的速度。我们在几个具有挑战性的六自由度触觉渲染示例上展示了我们的算法。