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This research paper proposes a novel approach for haptic rendering using inner sphere trees, which provide fast and accurate collision response for haptic interactions. The method combines the advantages of BVHs and voxels, resulting in a stable and efficient solution. The approach supports proximity queries, penetration volume computation, and is independent of object complexity. The algorithm is multithreaded and has low memory usage, ensuring continuous feedback forces. The results show high accuracy and no aliasing artifacts, making it suitable for various applications.
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Stable 6-DOF Haptic Rendering with Inner Sphere Trees René Weller, Gabriel ZachmannClausthal University, Germany{weller,zach}@in.tu-clausthal.de IDETC/CIE 2009, Aug-Sep 2009, San Diego, CA
BVHs vs Voxels • BVHs • Easy to build • Fast, robust and exact • Complicated to compute penetration depth • Not fast enough for haptic applications Mendoza et al, 2006],[ [Zhang et al, 2007], … • Voxel based algorithms • Fast enough for haptic interactions • Independent of object complexity • Memory consuming • Aliasing artifacts [McNeely et al., 1999] Related Work Our Approach Details Collision Response Results Extensions Conclusion
Goal: Keep the Best of Both Worlds • Keep a single consistent data structures for moving and fixed objects • Near constant running time • Low memory usage • Continuous feedback forces Related Work Our Approach Details Collision Response Results Extensions Conclusion
Our Novel Approach: Inner Sphere Trees • Fill the object with non-overlapping spheres • Build sphere hierarchy • Support for approximative separation distance and penetration volume • Penetration volume defines a new approach for penalty forces Related Work Our Approach Details Collision Response Results Extensions Conclusion
Sphere Packing Related Work Our Approach Details Collision Response Results Extensions Conclusion
Hierarchy Creation Related Work Our Approach Details Collision Response Results Extensions Conclusion
w1 w2 Batch Neural Gas Clustering Related Work Our Approach Details Collision Response Results Extensions Conclusion
Hierarchy Creation in 3D Related Work Our Approach Details Collision Response Results Extensions Conclusion
BVH Traversal: Penetration Volume Queries v1 v2 Penetration volume = 0 Penetration volume = v1 Penetration volume = v1 + v2 Related Work Our Approach Details Collision Response Results Extensions Conclusion
BVH Traversal: Proximity Queries d1 distance < d1 Related Work Our Approach Details Collision Response Results Extensions Conclusion
Collision Response Part 2: Torques Collision Response Part 1: Forces s2redÅ s2blue Pi,j niblue -niblue sjredÅ siblue ftotalblue= fiblue (si, sj) = (Pi,j – Cm) £ fi fiblue=(sjredÅ siblue)(–niblue) total = (si, sj) = (Pc – Cm) £ f Related Work Our Approach Details Collision Response Results Extensions Conclusion
Results: Forces / Torques Related Work Our Approach Details Collision Response Results Extensions Conclusion
Results: Penetration Volume Related Work Our Approach Details Collision Response Results Extensions Conclusion
Results: Proximity-Queries Related Work Our Approach Details Collision Response Results Extensions Conclusion
Multithreaded Time Critical Approach Separation List Visual Rendering Thread Haptic Simulation Thread Collision Detection Thread Positions Positons Related Work Our Approach Details Collision Response Results Extensions Conclusion
Time Critical Traversal: Separation List Related Work Our Approach Details Collision Response Results Extensions Conclusion
Expected Overlap Volume Related Work Our Approach Details Collision Response Results Extensions Conclusion
Applications • 12 full dynamically moving objects • 3.5M of triangles • 1KHz simulation rate • Old Pentium IV 3GHz computer Related Work Our Approach Details Collision Response Results Extensions Conclusion
Conclusions • Inner Sphere Trees with support for • Proximity queries • Penetration volume computation • Independent of object complexity • Fast run time with high accuracy • Accuracy loss < 1% at 1 KHz refresh rate • Stable multithreaded time critical algorithm • BVH-like low memory usage and consistency • Continuous forces and torques => No Aliasing Related Work Our Approach Details Collision Response Results Extensions Conclusion
Future Work • Derive exact error bounds to get the optimal number of inner spheres • GPU implementation • Other bounding volumes • Other objects • Thin sheets • Deformable objects Related Work Our Approach Details Collision Response Results Extensions Conclusion
Acknowledgments • DFG grant ZA292/1-1 • BMBF grant Avilus / 01 IM 08 001 U.