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In this lecture, we explore the concept of the virtual proxy, a crucial element in haptic rendering within virtual environments (VEs). The virtual proxy serves as a substitute for the probe, effectively tackling challenges such as the 'fall-through' problem associated with the God-Object method. We discuss the mechanics of collision detection, updating proxy positions, static and dynamic friction, and stiffness modeling. This content is essential for those interested in enhancing interaction realism in virtual reality applications.
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Haptics and Virtual Reality Lecture 8: Haptic Rendering-Virtual Proxy M. Zareinejad
Introduction • What’s Virtual Proxy? • A substitute for the probe in the VE • An extension of the ‘God-Object’ • A finite sized massless sphere that runs after the probe
Introduction • Why sphere? • To solve the ‘fall-through’ problem of the God-Object method • For easy collision-detection
Introduction • ‘Fall-through’ of the God-Object
Introduction • Virtual Proxy’s behavior in the same situation
Collision Detection • Example
Collision Detection • Check whether a line-segment, specified by the proxy and the probe, falls within one radius of any obstacle in the environment • This line-segment checking method can successfully render thin objects
Collision Detection • Configuration space obstacle • A mapped obstacle to the configuration space • In our problem, it consists of all points within one proxy radius of the original obstacle • Constraint plane • Where the line-segment intersects the configuration space obstacle
Updating Proxy Position • The proxy moves to the probe until it makes a contact with a C-obstacle • If the proxy makes a contact, it moves to the closest position to the probe on the constraint plane
Updating Proxy Position • A sub-goal can be represented byminimize ∥x-p∥subject to nix ≥ 0, 0 ≤ i ≤ m • p is the vector from the current proxy to the probe • x is the sub-goal • ni, 0 ≤ i ≤ m, are the unit normals of the constraint planes • The problem can be solved using a standard quadratic programming package, or a similar method that the God-Object method uses
Static Friction • the force exerted on the proxy by the user can be estimated byf = kp(p-v) • kp is the proportional gain of the haptic controller • p is the position of the proxy • v is the position of the probe
Static Friction • If ∥ft∥≤μs∥fn∥, proxy is not moved • f is the estimated force exerted on the proxy • fn is the vertical element of f on the constraint plane • ft is the horizontal element of f on the constraint plane • μs is static friction parameter of constraint surface
Viscous and Dynamic Friction • The motion of one dimensional object is • μd is the dynamic friction parameter of the surface • m is the mass of the object • x’’ is the acceleration of the object • x’ is the velocity of the object • b is the viscous damping parameter
Viscous and Dynamic Friction • Because the mass of the proxy is 0, the previous equation can be rewritten as • This equation can be used to bound the amount that the proxy can move in one clock cycle
Stiffness - Motivation • Stiffness of a surface can be modeled by reducing the position gain of the haptic controller • But changing the position gain is not desirable • Solve this problem by repositioning the proxy
Stiffness - Method • p is the position of the proxy • p’ is the new position of the proxy • v is the position of the probe • s is the stiffness parameter of the surface, 0≤s≤1 • p’ is used for the haptic control loop • p is retained for surface following
Reference • D. Ruspini, K. Kolarov, and O. Khatib, "The Haptic Display of Complex Graphical Environments," in Computer Graphics Proceedings (ACM SIGGRAPH 97), 1997, pp. 345-352.