Energy-based 6-DOF penetration depth computation for penalty-based haptic rendering algorithms

Maxim P. Kolesnikov, M. Žefran
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引用次数: 6

Abstract

Existing penalty-based haptic rendering approaches compute penetration depth in strictly translational sense and cannot properly take object rotation into account. We aim to provide a theoretical foundation for computing the penetration depth on the group of rigid-body motions SE(3). We propose a penalty-based six-degrees-of-freedom (6-DOF) haptic rendering algorithm based on determining the closest-point projection of the inadmissible configuration onto the set of admissible configurations. Energy is used to define the metric on the configuration space. Once the projection is found the 6-DOF wrench can be computed. The configuration space is locally represented with exponential coordinates to make the algorithm more efficient. Numerical examples compare the proposed algorithm with the existing approaches and show its advantages.
基于能量的六自由度穿透深度计算,用于基于惩罚的触觉渲染算法
现有的基于惩罚的触觉渲染方法严格地在平移意义上计算穿透深度,不能很好地考虑物体的旋转。我们旨在为计算刚体运动组SE(3)的侵彻深度提供理论基础。我们提出了一种基于惩罚的六自由度(6-DOF)触觉渲染算法,该算法基于确定不可接受构型在可接受构型集合上的最近点投影。能量用来定义位形空间上的度规。一旦找到了投影,就可以计算6自由度扳手。构型空间用指数坐标局部表示,提高了算法的效率。数值算例将该算法与现有方法进行了比较,说明了其优越性。
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