CS277 - Experimental Haptics Lecture 3. Proxy-Based Rendering

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1 CS277 - Experimental Haptics Lecture 3 Proxy-Based Rendering

2 Outline Announcements A note on timing... Limitations with potential fields God-object algorithm Finger-proxy algorithm

3 Course Project Showcase Afternoon of Friday, May 30th?

4 Programming Assignments CHAI3D libraries and application template posted on CS277 site Assignment #1 will be posted later today Picked up your Falcon?

5 A Note on Timing

6 Visual-Haptic Simulation Simulation Simulation engine Visual rendering Hz Haptic device X Collision detection S, X F d Force response Graphics engine Video??? Hz F r Haptic rendering F d Control algorithms How fast do we run the haptic rendering loop?

7 Haptic Rendering Loop x > 1000 Hz F The faster the better!

8 Human Perception Mechanoreceptors in our skin can detect vibrations up to ~400 Hz We are generating a discrete force signal - sampling rate should be above Nyqvist

9 Sampled-Data System avatar force errors x position F x F ideal force sampled position commanded force

10 Effect of Stiffness avatar force errors k 2 Errors get worse as stiffness is increased!

11 Servo Rate Effects avatar Errors are reduced with an increased servo rate

12 Summary of Challenges High stiffness and low servo rate can cause excess energy to be generated Energy must be dissipated through mechanical device Advanced control algorithms may also help

13 On Stiffness N/m > 100 N/m > 1000 N/m 3000 N/m > 10,000 N/m 5000 N/m > 100,000 N/m

14 Potential Field Issues

15 Recall Potential Fields F (x) = ( kx if x>0 0 otherwise x F F (x, y, z) = ( k(x 2 + y 2 + z 2 r 2 ) if x 2 + y 2 + z 2 <r 2 0 otherwise

16 The Sinking Avatar avatar

17 Virtual Box avatar virtual object

18 Virtual Box avatar

19 Virtual Box avatar F

20 Virtual Box avatar F =???

21 Virtual Box pop-out F avatar

22 Thin Objects avatar

23 Thin Objects avatar pop-through

24 Building Blocks avatar F = kx F = kx? Object A - stiffness k Object B - stiffness k

25 Gap in the Middle! avatar Object A - stiffness k Object B - stiffness k

26 Overlapping Blocks avatar F = kx a F = kx? Object A - stiffness k Object B - stiffness k

27 Stiffness Variation! avatar F = (kx a + kx b ) Object A - stiffness k Object B - stiffness k

28 Potential Field Problems Pop-out and pop-through Gaps between objects Stiffness variation with overlapping objects How do we deal with these???

29 God-Object Algorithm CS277 - Experimental [From C. Haptics, Zilles & Stanford K. Salisbury, University, Proc. Spring IEEE/RSJ 2014 IROS, 1995.]

30 On Geometric Representation ???

31 Polygonal Meshes

32 Other Representations point cloud potential field??? implicit surface??? volumetric

33 God-Object Main Idea Simulate an avatar whose position and motion are independent of that of the physical device Avatar tries to follow the physical position while obeying laws of quantum mechanics - Pauli exclusion principle

34 What it looks like avatar (a.k.a. god-object, proxy, virtual tool, HIP) device position

35 Contact With a Surface avatar surface

36 Contact With a Surface test for collisions surface

37 Contact With a Surface test for collisions surface

38 Contact With a Surface projection surface

39 Two Constraints

40 Two Constraints first collision

41 Two Constraints second collision projection

42 Three Constraints collision projection

43 What about cases with more than three constraints?

44 Force Feedback avatar F = kx surface

45 God-Object Demo

46 The Sinking Avatar?

47 Finger-Proxy Algorithm CS277 - Experimental [From D. Ruspini Haptics, Stanford et al., University, Proc. ACM Spring SIGGRAPH, ]

48 God-Object Algorithm avatar surface

49 God-Object Algorithm surface

50 Desired Behavior surface

51 Finger-Proxy Idea shell surface

52 Complex Shell

53 In Two Dimensions shell = 1 box + 2 circles

54 In Three Dimensions shell = 3 spheres + 3 cylinders + 2 triangles

55 Finger-Proxy Algorithm constraint plane Configuration Space Obstacle CS277 - Experimental [From D. Ruspini Haptics, Stanford et al., University, Proc. ACM Spring SIGGRAPH, ]

56 Finger-Proxy Demo

57 Revisiting the Pipeline

58 Haptic Rendering F d X Collision detection S, X Force response F d F r Haptic rendering Control algorithms

59 Collision Detection test for F d X Collision detection S, X Force response collisions F d F r Haptic rendering Control algorithms surface

60 Simulation / Optimization projection X Collision detection S, X F d Force response F d F r Haptic rendering Control algorithms surface

61 Force Feedback X Collision detection S, X F d Force response F = kx F d F r Haptic rendering Control algorithms surface

62 Summary Time is of the essence! Limitations with potential fields God-object algorithm Finger-proxy algorithm Revisit of the haptic rendering pipeline

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