Smooth force rendering on coarse polygonal meshes
Identifieur interne : 003B13 ( Main/Merge ); précédent : 003B12; suivant : 003B14Smooth force rendering on coarse polygonal meshes
Auteurs : Jun Wu ; Yuen Han Leung ; Charlie C. L. Wang [République populaire de Chine] ; Dangxiao Wang ; Yuru ZhangSource :
- Computer Animation and Virtual Worlds [ 1546-4261 ] ; 2010-05.
English descriptors
Abstract
Piecewise linear polygonal model has only G0 continuity, thus users can easily feel the edges when using haptic device to touch a solid represented by coarse polygonal meshes. To produce an appealing haptic sensation for smooth solids, a large number of polygons are needed in conventional approaches. This, however, slows down computation and consumes much more memory. In this paper, we present a method to generate smooth feedback force in haptic interaction with coarse polygonal meshes. Our method calculates the interaction force based on Gregory patches, which are locally constructed from n‐sided polygons and ensure G1 continuity across boundaries of patches. During the real time haptic interaction, the contact point is continuously tracked on the locally constructed Gregory patches and thus generates smooth haptic forces to be rendered. Our method is validated on various models with comparison to conventional force rendering techniques. Copyright © 2010 John Wiley & Sons, Ltd.
Url:
DOI: 10.1002/cav.348
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ISTEX:54EF236F1B604A257F3FDA77976F715E6BF21380Le document en format XML
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<front><div type="abstract" xml:lang="en">Piecewise linear polygonal model has only G0 continuity, thus users can easily feel the edges when using haptic device to touch a solid represented by coarse polygonal meshes. To produce an appealing haptic sensation for smooth solids, a large number of polygons are needed in conventional approaches. This, however, slows down computation and consumes much more memory. In this paper, we present a method to generate smooth feedback force in haptic interaction with coarse polygonal meshes. Our method calculates the interaction force based on Gregory patches, which are locally constructed from n‐sided polygons and ensure G1 continuity across boundaries of patches. During the real time haptic interaction, the contact point is continuously tracked on the locally constructed Gregory patches and thus generates smooth haptic forces to be rendered. Our method is validated on various models with comparison to conventional force rendering techniques. Copyright © 2010 John Wiley & Sons, Ltd.</div>
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