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Course: Recent Advances in Haptic Rendering and Applications

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Pai et al. [2001]: auto-regressive model for roughness and friction. 6-DoF Texture Rendering ... 2) Refine contact information using detail geometry stored in textures ... – PowerPoint PPT presentation

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Title: Course: Recent Advances in Haptic Rendering and Applications


1
Course Recent Advances in Haptic Rendering and
Applications Session IV Rendering of Textures
and Deformable Surfaces Haptic Rendering
ofTextured Surfaces Miguel A.
Otaduy ETH-Zurich http//graphics.ethz.ch/otmigue
l otaduy_at_inf.ethz.ch
2
Outline
  • Motivation
  • Algorithm Overview
  • Synthesis of the Force Model
  • Penetration Depth on the GPU
  • Experiments and Results
  • Conclusion

3
Introduction
4
Introduction
  • Geometric surface texture
  • Compelling cue to object identity
  • Strongly influences forces during manipulation
  • Objects with rich surface texture information
    cannot be handled by state-of-the-art haptic
    rendering methods.

5
Models
Coarse geometric representations
Haptic textures
6
Outline
  • Motivation
  • Algorithm Overview
  • Synthesis of the Force Model
  • Penetration Depth on the GPU
  • Experiments and Results
  • Conclusion

7
3-DoF Texture Rendering
  • 1 contact point on a textured surface
  • Minsky 1995, Ho et al. 1999 high frequency
    forces based on gradient of height field

contact point
height field in texture map
simplified surface
8
3-DoF Texture Rendering
  • 1 contact point on a textured surface
  • Siira and Pai 1996 stochastic model
  • Pai et al. 2001 auto-regressive model for
    roughness and friction

9
6-DoF Texture Rendering
  • Object-object interaction
  • Contact cannot be described as point-surface
    contact
  • Force and torque output has 6-DoF point contact
    only has 3-DoF
  • A different rendering algorithm is required

10
Rendering Algorithm
  • 1) Compute contact information betweenlow-res
    models

11
Rendering Algorithm
  • 1) Compute contact information betweenlow-res
    models
  • 2) Refine contact information using detail
    geometry stored in textures

12
Rendering Algorithm
  • 1) Compute contact information betweenlow-res
    models
  • 2) Refine contact information using detail
    geometry stored in textures
  • 3) Compute contact forces based on novel texture
    force model

13
Force Model Overview
  • Accounts for important factors identified by
    perceptual studies
  • Based on the gradient of inter-object penetration
    depth
  • GPU-based computation of directional penetration
    depth

14
Outline
  • Motivation
  • Algorithm Overview
  • Synthesis of the Force Model
  • Penetration Depth on the GPU
  • Experiments and Results
  • Conclusion

15
Related Work Perception Psychophysics
  • Studies on perception of textures through a rigid
    probe by Klatzky and Lederman 1999-present
  • Analyze effects of probe diameter, applied force
    and exploratory speed
  • Inspiration for our force model

16
Roughness Vs. Texture Spacing Klatzky and
Lederman 1999-present
log (roughness)
Probe Diameter (D)Applied Force (F)Exploratory
Speed (v)
log (texture frequency)
17
Effect of Probe Diameter (D) Klatzky and
Lederman 1999-present
-
Strong influence of geometry
log (roughness)
D

log (texture frequency)
18
Effect of Applied Force (F) Klatzky and
Lederman 1999-present

F
Roughness grows with applied force
log (roughness)
-
log (texture frequency)
19
Effect of Exploratory Speed (v) Klatzky and
Lederman 1999-present
Dynamic effects already present in haptic
simulation
v
log (roughness)

-
log (texture frequency)
20
Offset Surfaces
  • Spherical probe ? trajectory offset surface
  • Arbitrary objects ? ???

Use offset surface as descriptor of vibration
How can we generalize offset surfaces?
21
Penetration Depth Definition
  • Minimum translational distance to separate
    two intersecting objects

22
Penetration Depth Definition
  • Minimum translational distance to separate
    two intersecting objects

23
Directional PD Definition
  • Minimum translation along n to separate
    two intersecting objects

n
24
Directional PD Definition
  • Minimum translation along n to separate
    two intersecting objects

n
25
Offset Surface and PD
Offset surface
Textured surface
26
Offset Surface and PD
Offset surface
Textured surface
27
Offset Surface and PD
penetration depth
28
Force Model
  • Penetration depth
  • Applicable to arbitrary object-object interaction
  • Also used in previous single-point rendering
    methods
  • Penalty-based potential field

29
Force Model
  • Determine penetration direction n
  • Force and Torque Gradient of energy

30
Effect of Geometry
  • Force and torque proportional to gradient of
    penetration depthHigh amplitude texture
  • ? High derivative of penetration depth
  • ? Large force/torque
  • Method validated by Minsky 1995

31
Effect of Applied Force
  • Normal force
  • Other forces and torques
  • Larger normal force ? Larger roughness effect

32
Outline
  • Motivation
  • Algorithm Overview
  • Synthesis of the Force Model
  • Penetration Depth on the GPU
  • Experiments and Results
  • Conclusion

33
Directional PD Definition
  • Minimum translation along n to separate
    two intersecting objects

n
34
Directional PD of Height Fields
B
n
A
35
PD with Texture Images
High-res Surface
Low-res Surface
n
36
PD with Texture Images
High-res Surface
Low-res Surface
n
37
PD with Texture Images
High-res Surface
Low-res Surface
n
38
PD with Texture Images
High-res Surface
Low-res Surface
n
39
PD Computation Algorithm
40
Low-Resolution Models
41
Texture Images
42
Step 1 Approximate PD
43
Step 1 Approximate PD
44
Step 2 Refined PD
45
Pass 1 Render Geometry
46
Pass 1 Texture Mapping
47
Pass 1 Sample Surfaces
48
Pass 1 Project to PD Direction
49
Discrete Height Fields
50
Pass 2 Subtract Height Fields
51
Pass 2 Copy to Depth Buffer
52
Binary Search for Max PD Govindaraju et al.
2004
53
Test
54
Test
55
Gradient of PD
56
Gradient of PD
  • Central differences
  • Recompute PD at 2 new object configurations

57
Outline
  • Motivation
  • Algorithm Overview
  • Synthesis of the Force Model
  • Penetration Depth on the GPU
  • Experiments and Results
  • Conclusion

58
Experiments
  • Offline analysis of force model
  • Quality of texture effects
  • Performance tests.

59
Offline Experiments
u
dn
kh
D
n
v
mh
bh
60
Effect of Probe Diameter
Studies by Klatzky and Lederman
Simulation results
61
Effect of Applied Force
Studies by Klatzky and Lederman
Simulation results
62
Effect of Exploratory Speed
Studies by Klatzky and Lederman
Simulation results
63
Roughness under Translation
x
z
y
64
Roughness under Rotation
n
65
Complex Objects
66
Timings File and CAD Part
File full-res 285KtrisFile low-res 632
tris CAD full-res 658KtrisCAD low-res 720tris
Dual Pentium4 2.4GHz NVidia FX5950
67
Outline
  • Motivation
  • Algorithm Overview
  • Synthesis of the Force Model
  • Penetration Depth on the GPU
  • Experiments and Results
  • Conclusion

68
Summary
  • Haptic rendering algorithm usinglow-res models
    and texture images
  • Force model inspired by psychophysics studies
  • Image-space algorithm for PD computation
    (implemented on GPU)

69
Results
  • 500Hz force update rate with relatively simple
    models
  • 100Hz-200Hz force update rate with complex models
  • Haptic rendering of interaction between complex
    textured models

70
Limitations
  • Cannot handle surfaces that cannot be described
    as height fields in the contact region
  • Possible sampling-related aliasing
  • Limited stability with high PD gradient

71
Future Work
  • Higher frequency textures
  • Deformable textured surfaces
  • Analysis of human factors

72
References
  • Haptic Display of Interaction between Textured
    Models.Miguel A. Otaduy, Nitin Jain, Avneesh Sud
    and Ming C. Lin.In Proc. of IEEE Visualization
    Conference 2004.
  • A Perceptually-Inspired Force Model for Haptic
    Texture Rendering. Miguel A. Otaduy and Ming C.
    Lin.In Proc. of the Symposium on Applied
    Perception in Graphics and Visualization 2004.
  • http//gamma.cs.unc.edu/HTextures/
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