扩展了基于任意多边形触觉对象的摩擦锥算法

N. Melder, W. Harwin
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引用次数: 36

摘要

大多数触觉环境都是基于单点交互,而在实践中,物体操作需要物体、手指、拇指和手掌之间的多个接触点。摩擦锥算法是专门为在多指触觉环境中工作而开发的,在这种环境中会发生物体操作。然而,摩擦锥算法在应用于多边形网格时存在两个缺点:无法实现多边形边界的过渡和非凸边的感觉。为了克服这些缺陷,研究人员开发了面向面连接图以及一种将摩擦应用于非凸边的鲁棒方法。本文描述了这两个扩展,以及与它们相关的实现问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Extending the friction cone algorithm for arbitrary polygon based haptic objects
Most haptic environments are based on single point interactions whereas in practice, object manipulation requires multiple contact points between the object, fingers, thumb and palm. The friction cone algorithm was developed specifically to work well in a multi-finger haptic environment where object manipulation would occur. However, the friction cone algorithm has two shortcomings when applied to polygon meshes: there is no means of transitioning polygon boundaries or feeling non-convex edges. In order to overcome these deficiencies, face directed connection graphs have been developed as well as a robust method for applying friction to non-convex edges. Both these extensions are described herein, as well as the implementation issues associated with them.
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