使用摩擦锥算法的力着色和凹凸映射

N. Melder, W. Harwin
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引用次数: 11

摘要

以前的工作已经提出了摩擦锥算法,这是一种通用的方法,可以在两个或多个手指接触时解决模拟触觉物体上的力。提出了摩擦锥算法的两种扩展:力着色和凹凸映射。强制着色消除了从一个面过渡到另一个面时出现的不连续性,而凹凸贴图提供了在多边形表面上渲染触觉纹理的机制。这两种扩展可以结合在一起,同时仍然保持摩擦锥算法模拟任意复杂摩擦模型的固有能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Force shading and bump mapping using the friction cone algorithm
Previous work has presented the friction cone algorithm, a generalised method to resolve forces on a simulated haptic object when two or more fingers are in contact. Two extensions to the friction cone algorithm are presented: force shading and bump mapping. Force shading removes the discontinuities that are present when transitioning from one face to the next, whilst bump mapping provides a mechanism for rendering haptic textures on polygonal surfaces. Both these extensions can be combined whilst still maintaining the friction cone algorithm's intrinsic ability to simulate arbitrarily complex friction models.
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