Haptic rendering of rigid body collisions

D. Constantinescu, S. Salcudean, E. Croft
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引用次数: 14

Abstract

This paper addresses the haptic rendering of rigid body collisions. A new method is proposed in which collision rendering is achieved in two steps. First, the haptic simulation uses a contact model whose stiffness is infinite during collisions and finite during sustained contact. This model is combined with a passive collision resolution scheme to compute collision impulses when new contacts arise. Second, the impulses are applied to the user's hand by a controller that coordinates forces and positions between the virtual environment and the haptic interface. Haptic rendering of rigid body collisions imparts forces that generate large hand accelerations when new contacts arise without requiring increased contact stiffness and damping. Experiments with a planar rigid virtual world validate the proposed approach.
刚体碰撞的触觉渲染
研究了刚体碰撞的触觉渲染问题。提出了一种分两步实现碰撞渲染的新方法。首先,触觉仿真采用的接触模型在碰撞时刚度为无穷大,在持续接触时刚度为有限。该模型与一种被动碰撞分辨方案相结合,计算新接触产生时的碰撞脉冲。其次,通过一个控制器将脉冲应用到用户的手上,该控制器在虚拟环境和触觉界面之间协调力和位置。在不需要增加接触刚度和阻尼的情况下,当新的接触出现时,刚体碰撞的触觉渲染赋予产生大的手加速度的力。平面刚性虚拟世界实验验证了该方法的有效性。
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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