A comparative study between real force made in experiment and virtual force made in octree-based algorithm

H. Noborio, S. Saeki, T. Ikuta
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引用次数: 9

Abstract

In this paper, we improve the precision of an efficient algorithm for generating a virtual impulse force between static and dynamic objects in a 3D graphics environment. The authors proposed an efficient algorithm to generate a virtual impulse force based on the octree representation. In the octree representation, all patches of objects are synchronously sorted by X, Y, and Z axes, and therefore their interference can be picked up by the synchronous binary search on the three axes. In fact, collisions between two objects with hundred or more patches can be retrieved less than a few milli-second at a popular personal computer. Because of the performance, the algorithm can be used in a sensor feedback control. The leftover problem of our algorithm is to increase a reality of a generated force. In this research, we assume both objects are defined as iron. In this case, to find an initial contact between vertex and patch of different objects or edge and edge of them is great importance. For this purpose, we develop an efficient algorithm to find the initial contact. Then, we build models of contact and friction and calibrate them by comparing a real force made in an experiment with a virtual force generated by our algorithm. By the experimental comparison, we increase the precision of an impulse force composed of contact and friction forces in our algorithm.
实验所得实力与八叉树算法所得虚力的比较研究
在本文中,我们提高了在三维图形环境中生成静态和动态对象之间虚拟冲力的有效算法的精度。提出了一种基于八叉树表示的虚拟冲力生成算法。在八叉树表示中,物体的所有patch都按照X、Y、Z轴同步排序,因此它们的干扰可以通过在三轴上的同步二叉搜索来拾取。事实上,在一个流行的个人电脑上,两个物体之间的碰撞可以在不到几毫秒的时间内恢复。由于该算法具有良好的性能,可用于传感器反馈控制。我们算法剩下的问题是增加一个生成力的实度。在这项研究中,我们假设这两个物体都被定义为铁。在这种情况下,寻找不同物体的顶点与斑块之间或边缘与边缘之间的初始接触是非常重要的。为此,我们开发了一种有效的算法来寻找初始接触点。然后,我们建立了接触和摩擦的模型,并通过比较实验中产生的真实力和我们的算法产生的虚拟力来校准它们。通过实验比较,提高了由接触力和摩擦力组成的冲力的计算精度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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