■T.Takahashi, K.Konno, J.Sone, Y.Tokuyama, O. Harabi:
Haptic Interaction with Complex Objects Based on Local-domain Forces and
Distributed Collision Detection Approach,
The Journal of Art and Science, Vol.9, No.2, pp.38-48, (2010).
Abstract:
his paper presents a virtual haptic interaction system that employs a
distributed collision detection algorithm using PC-cluster.
The system achieved very fast collision detection with complex objects
that have a large number of polygons and forces were applied in the local
domain of the collision area. Using PC-cluster to calculate collision
improves the response significantly. In addition, a pseudo force
generation approach is proposed to smooth the force feedback
produced in the haptic loop.
■T.Takahashi, K.Konno, O. Harabi, Y. Tokuyama:
STUDY ON FORCE FEEDBACK RENDERING TECHNIQUE FOR LOCAL DOMAIN USING
PRESSURE-SENSOR DEVICE,
Proc. of IWAIT2010, (2010).
Abstract:
Building a virtual reality (VR) system becomes easier and
affordable with the availability of low-cost and high performance
hardware. The VR technology can be beneficial for
applications in various fields, such as medical engineering,
education, video games, and other graphic activities. One of
the potential applications is the virtual touching of an object
that cannot be actually touched. For instance, it is impossible
to touch cultural assets exhibited in historical museums.
If it becomes possible to pick them up in order to see the part
where visitors could not see, they will get much more information
from the assets, compared to the case when they just
look at them. One solution is to use haptic technology that
enables the feeling of touching virtual objects. To achieve
realistic force rendering in order to provide a realistic sense
of touch, it is necessary to approximate the force feedback
to the actual world. In previous studies, force feedback was
presented by using a spring-damper model, for which a linear
spring was connected to a viscosity attenuation device.
Although the spring-damper model is versatile to present
force feedback, it is difficult for the spring-damper model
to present realistic texture of hard materials, such as a rigid
body. In this paper, we examine force feedback rendering
based on measurement data obtained by measuring the texture
of an object with a pressure-sensor device.
■T. Takahashi, K. Wada, K. Konno, J. Sone. Y. Tokuyama:
A Study on Force Feedback Presentation System for Local Domain Based on
Distributed Collision Detection,
Proc. of IWAIT2009, 2009.
Abstract:
Constructing virtual reality (VR) system has become easy and possible since low-cost
and high-performance hardware becomes popular. The VR technology is expected for
various kinds of application such as virtual museum, medical engineering, education,
video games and other graphic activities. A lot of element technologies to construct
such VR environments have been studied, while integrating the element technologies
still costs much. This problem arises because response speed of ordinary computers is
very slow and expensive computers must be prepared to integrate the element
technologies.
One of the solutions about the cost and the processing speed is to decentralize
element technologies. We build a VR system to disperse a large amount of calculation
to a PC cluster and to integrate the calculation results. In addition, the client PC
generates multiple threads by using thread programming. By dispersing the processing
loops into two threads, the force feedback presentation thread and the distributed
collision detection thread, the problem of response speed will be solved.
It is difficult, however, to execute smooth force feedback presentation in real time
because the update rate of distributed collision detection is more than 20 times slower
than the rate of the force feedback presentation thread.
In this paper, we have studied the virtual touching system that uses the collision
detection with a PC cluster. Our system realizes high-speed collision with a complex
object that has a large number of polygons and presents force feedback in a local
domain of collision. Using a PC cluster to calculate collision improves response speed.
In addition, we construct a system to present smooth force feedback by generating
artificial force feedback in the force feedback presentation thread, where the amount of
calculation is small and processing speed is high.
■K. Wada, K. Konno, J. Sone, Y. Tokuyama:
An Investigate of Calculation Performance to Construct A VR System Based on
Distributed Collision Detection,
Proc. of IWAIT2007, 2007.
Abstract:
Constructing virtual reality (VR) system has become easy and possible since low-cost
and high-performance hardware becomes popular. The VR technology is expected for
various kinds of application such as virtual museum, medical engineering, education,
video games and other graphic activities. One of the expected applications is virtual
touching on an object that we cannot touch usually. For instance, it is impossible to
touch cultural assets exhibited in historical museums. If it becomes possible to pick
them up in order to see the part where visitors could not see, they will get much more
information from the assets, compared to the case when they just look at them. One
solution is to construct the system enabling to touch an object virtually by using the VR
technology. Previously a lot of basic technologies for the VR system construction
have been researched: collision detection using the Binary Space Partitioning (BSP) tree,
naked-eye stereoscopic devices or physical simulation for the sense of force display
using a haptic device. With such a lot of basic technologies, however, few practical
systems have been established to integrate the basic technologies in some lower-cost PC
environment. All of these basic technologies require high-speed calculation
environment and the calculation cost is massive to construct the VR system that
integrates the technologies. Therefore, it is difficult for one computer to enable 3D
model drawing, simulation and sensing in real time. If a VR system distributes
massive calculation cost into two or more computers, the problem of the response may
be solved. In this paper, we investigate the calculation performance to construct the
VR system that uses the collision detection with a PC cluster. Our technique realizes
collision with a complex object that has a large number of polygons at high speed.
Quick response upon collision is realized as a PC cluster processes collision calculation
when the model of a hand is moved using a haptic device. The PC cluster used in this
research can be easily constructed since they use the Windows OS capabilities. As
varying the number of contacts with an object, the time of collision calculation is
measured, so that the effectiveness of distributed processing with a PC cluster is shown.
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