Real-time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects - PowerPoint PPT Presentation

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Real-time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects

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Title: Real-time Rigid Body Simulation for Haptic Interactions Based on Contact Volume of Polygonal Objects


1
Real-time Rigid Body Simulationfor Haptic
Interactions Based onContact Volume of Polygonal
Objects
  • Shoichi Hasegawa, Makoto Sato
  • Tokyo institute of technology
  • PI lab human interface section

2
Haptic interaction
  • Touch the virtual world
  • User feels contact force from haptic interface

Virtual
Real
3
Haptic interaction
  • Touch the virtual world
  • User feels contact force from haptic interface
  • The touched object receives force from the user.
  • The response Dynamics

Virtual
Real
4
Video Darumaw
5
Contact force
Fmv NIw v(tD t) v(t) F/mDt w(tD t)w(t)
I-1NDt
Haptic pointer
Contact force fordynamics simulation
Contact forceto feedback user
6
Contact model
Normal force
  • Normal force
  • Prevent penetration
  • Friction force (coulombs model)
  • Static friction
  • Prevent sliding motion
  • Dynamic friction
  • Proportional to normal force

Friction force
ff lt m0fn
ff mfn
7
Solving constraints(1)
  • Analytical method
  • David Baraff SIGGRAPH 89
  • Advantages
  • Object motions are stable.Wide time steps are
    affordable.
  • Solves constraints accurately.Completely rigid.
  • Drawbacks
  • Much computation time for one step. O(n3 )
  • A virtual coupling is needed to connect a haptic
    interface.
  • Coulomb's friction model comes to NP complete
    problem.

8
Solving constraints(2)
  • Penalty method

.
penetration d,penetrating velocity d
Spring
Damper
.
slide l,sliding velocity l
Spring
Damper
  • Advantages
  • Very fast for one step. O(n)
  • Direct connection to haptic interfaces.
  • Coulombs friction model is easily realized.
  • Integration of other models are easy. (e.g.
    Featherstones method)
  • Drawbacks
  • Stability and rigidity requires small time
    steps.(Haptic interfaces also need this.)
  • Treatment of large contact area makes instability
    or takes a lot of computation time.

9
Problem on large contact area
  • Where should we put spring-damper model?

On the most penetrating point
10
Problem on large contact area
  • Where should we put spring-damper model?

?
On vertices
Top view
11
Problem on large contact area
  • Where should we put spring-damper model?

Will works well. But, it will takes
muchcomputation time and memory.
?
Many points
12
Proposal for the problem
  • Integrate forces from distributed model for each
    triangle.

13
Steps
  • Finding Contact force
  • Find contact point and normal.
  • Find the shape of the contact volume.
  • Integrate forces over the contact area.

14
Contact detection
  • Gilbert, Johnson, and Keerthi (GJK) algorithm.
  • Find closest points of two convex shapes.
  • A complex shape can be represented by a set of
    convex shapes.
  • After the contact, GJK cant find closest points,
    So

tt0
tt1
New closest points
15
Contact Analysis
  • Contact part Intersection of two convexes.
  • D. E. Muller and F.P.PreparataFinding the
    intersection of two convex (1978)
  • For given two convex and a point in the
    intersection.
  • Find the intersection.

16
Contact Analysis(2)
  • Finding the intersection of two convex

Half space representation
17
Contact Analysis(3)
  • Finding the intersection of two convex(2)

Half space representation
Dual transform
Vertex of intersection
Dual transform
Quick hull
18
Integration of force
  • Penalty force
  • Dynamic friction force
  • Maximum static friction force

Integrate forces from distributed model for each
triangle.
19
Static friction force
  • Spring-damper model for sliding constraint.

Two (translation and rotation) models
20
Evaluation
  • Compare three simulators
  • Proposed
  • Penalty method
  • distributed model.
  • Point based
  • Penalty method
  • A model on the most penetrating point.
  • Analytic
  • Analytical method
  • Open Dynamics Engine (Smith R. 2000)

21
Computation time
22
Stability on normal force
  • A cube on a floor.
  • Measure angular momentum.

1
Proposed method
Point based penalty method
Analytical method
Angular momentum Nms
0
-1
0
1
2
times
23
Motion of top
24
Stick-slip motion
  • State transition between static and dynamic
    friction makes stick-slip motion.

m00.265 m 0.160
2kg
0.0642m/s
Spring 400N/m
friction force
25
Result
Real world
Analytical simulator
0.1
0.1
5
5
ForceN
Positionm
Positionm
ForceN
0
0
-5
-5
0
0
0
1
2
0
1
2
Times
Times
Proposed simulator
Point based simulator
0.1
0.1
5
5
ForceN
Positionm
ForceN
Positionm
0
0
-5
-5
0
0
0
1
2
0
1
2
Times
Times
26
Demo
27
Conclusion
  • Proposed a real-time rigid body simulator for
    haptic interaction
  • Penalty method
  • Fast update rate
  • Pointed out a problem on a large contact area
  • Solved the problem by integrating penalty over
    the intersection area
  • Fast and accurate simulation was achieved.

28
Thank you for listening
  • Source codes, demos, movies...
  • http//springhead.info

29
Dual Transform
  • Finding the intersection of two convex(2)
  • Dual Transformation
  • Dual transformation transform a face into a
    vertex and a vertex into a face.
  • Dual transformations dual transformation is
    original facet.
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