Serveur d'exploration sur les dispositifs haptiques

Attention, ce site est en cours de développement !
Attention, site généré par des moyens informatiques à partir de corpus bruts.
Les informations ne sont donc pas validées.

An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics

Identifieur interne : 004056 ( Istex/Corpus ); précédent : 004055; suivant : 004057

An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics

Auteurs : Anderson Maciel ; Suvranu De

Source :

RBID : ISTEX:F02F9334487F3CF81DC57A18990FE6F5000A2262

English descriptors

Abstract

In real time computer graphics, “interactivity” is limited to a display rate of 30 frames per second. However, in multimodal virtual environments involving haptic interactions, a much higher update rate of about 1 kHz is necessary to ensure continuous interactions and smooth transitions. The simplest and most efficient interaction paradigm in such environments is to represent the haptic cursor as a point. However, in many situations, such as those in the development of real time medical simulations involving the interactions of long slender surgical tools with soft deformable organs, such a paradigm is nonrealistic and at least a line‐based interaction is desirable. While such paradigms exist, the main impediment to their widespread use is the associated computational complexity. In this paper, we introduce, for the first time, an efficient algorithm for computing the interaction of a line‐shaped haptic cursor and polygonal surface models which has a near constant complexity. The algorithm relies on space‐time coherence, topological information, and the properties of lines in 3D space to maintain proximity information between a line segment and triangle meshes. For interaction with convex objects, the line is represented by its end points and a dynamic point, which is the closest point on the line to any potentially colliding triangle. To deal with multiple contacts and non‐convexities, the line is decomposed into segments and a dynamic point is used for each segment. The algorithm may be used to compute collision detection and response with rigid as well as deformable objects with no performance penalty. Realistic examples are presented to demonstrate the effectiveness of our approach. Copyright © 2008 John Wiley & Sons, Ltd.

Url:
DOI: 10.1002/cav.224

Links to Exploration step

ISTEX:F02F9334487F3CF81DC57A18990FE6F5000A2262

Le document en format XML

<record>
<TEI wicri:istexFullTextTei="biblStruct">
<teiHeader>
<fileDesc>
<titleStmt>
<title xml:lang="en">An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
<author>
<name sortKey="Maciel, Anderson" sort="Maciel, Anderson" uniqKey="Maciel A" first="Anderson" last="Maciel">Anderson Maciel</name>
<affiliation>
<mods:affiliation>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</mods:affiliation>
</affiliation>
</author>
<author>
<name sortKey="De, Suvranu" sort="De, Suvranu" uniqKey="De S" first="Suvranu" last="De">Suvranu De</name>
</author>
</titleStmt>
<publicationStmt>
<idno type="wicri:source">ISTEX</idno>
<idno type="RBID">ISTEX:F02F9334487F3CF81DC57A18990FE6F5000A2262</idno>
<date when="2008" year="2008">2008</date>
<idno type="doi">10.1002/cav.224</idno>
<idno type="url">https://api.istex.fr/document/F02F9334487F3CF81DC57A18990FE6F5000A2262/fulltext/pdf</idno>
<idno type="wicri:Area/Istex/Corpus">004056</idno>
</publicationStmt>
<sourceDesc>
<biblStruct>
<analytic>
<title level="a" type="main" xml:lang="en">An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
<author>
<name sortKey="Maciel, Anderson" sort="Maciel, Anderson" uniqKey="Maciel A" first="Anderson" last="Maciel">Anderson Maciel</name>
<affiliation>
<mods:affiliation>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</mods:affiliation>
</affiliation>
</author>
<author>
<name sortKey="De, Suvranu" sort="De, Suvranu" uniqKey="De S" first="Suvranu" last="De">Suvranu De</name>
</author>
</analytic>
<monogr></monogr>
<series>
<title level="j">Computer Animation and Virtual Worlds</title>
<title level="j" type="abbrev">Comp. Anim. Virtual Worlds</title>
<idno type="ISSN">1546-4261</idno>
<idno type="eISSN">1546-427X</idno>
<imprint>
<publisher>John Wiley & Sons, Ltd.</publisher>
<pubPlace>Chichester, UK</pubPlace>
<date type="published" when="2008-05">2008-05</date>
<biblScope unit="volume">19</biblScope>
<biblScope unit="issue">2</biblScope>
<biblScope unit="page" from="151">151</biblScope>
<biblScope unit="page" to="163">163</biblScope>
</imprint>
<idno type="ISSN">1546-4261</idno>
</series>
<idno type="istex">F02F9334487F3CF81DC57A18990FE6F5000A2262</idno>
<idno type="DOI">10.1002/cav.224</idno>
<idno type="ArticleID">CAV224</idno>
</biblStruct>
</sourceDesc>
<seriesStmt>
<idno type="ISSN">1546-4261</idno>
</seriesStmt>
</fileDesc>
<profileDesc>
<textClass>
<keywords scheme="KwdEn" xml:lang="en">
<term>computer graphics</term>
<term>haptic I/O</term>
<term>interaction techniques</term>
<term>simulation and modeling</term>
</keywords>
</textClass>
<langUsage>
<language ident="en">en</language>
</langUsage>
</profileDesc>
</teiHeader>
<front>
<div type="abstract" xml:lang="en">In real time computer graphics, “interactivity” is limited to a display rate of 30 frames per second. However, in multimodal virtual environments involving haptic interactions, a much higher update rate of about 1 kHz is necessary to ensure continuous interactions and smooth transitions. The simplest and most efficient interaction paradigm in such environments is to represent the haptic cursor as a point. However, in many situations, such as those in the development of real time medical simulations involving the interactions of long slender surgical tools with soft deformable organs, such a paradigm is nonrealistic and at least a line‐based interaction is desirable. While such paradigms exist, the main impediment to their widespread use is the associated computational complexity. In this paper, we introduce, for the first time, an efficient algorithm for computing the interaction of a line‐shaped haptic cursor and polygonal surface models which has a near constant complexity. The algorithm relies on space‐time coherence, topological information, and the properties of lines in 3D space to maintain proximity information between a line segment and triangle meshes. For interaction with convex objects, the line is represented by its end points and a dynamic point, which is the closest point on the line to any potentially colliding triangle. To deal with multiple contacts and non‐convexities, the line is decomposed into segments and a dynamic point is used for each segment. The algorithm may be used to compute collision detection and response with rigid as well as deformable objects with no performance penalty. Realistic examples are presented to demonstrate the effectiveness of our approach. Copyright © 2008 John Wiley & Sons, Ltd.</div>
</front>
</TEI>
<istex>
<corpusName>wiley</corpusName>
<author>
<json:item>
<name>Anderson Maciel</name>
<affiliations>
<json:string>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</json:string>
</affiliations>
</json:item>
<json:item>
<name>Suvranu De</name>
</json:item>
</author>
<subject>
<json:item>
<lang>
<json:string>eng</json:string>
</lang>
<value>computer graphics</value>
</json:item>
<json:item>
<lang>
<json:string>eng</json:string>
</lang>
<value>interaction techniques</value>
</json:item>
<json:item>
<lang>
<json:string>eng</json:string>
</lang>
<value>simulation and modeling</value>
</json:item>
<json:item>
<lang>
<json:string>eng</json:string>
</lang>
<value>haptic I/O</value>
</json:item>
</subject>
<articleId>
<json:string>CAV224</json:string>
</articleId>
<language>
<json:string>eng</json:string>
</language>
<abstract>In real time computer graphics, “interactivity” is limited to a display rate of 30 frames per second. However, in multimodal virtual environments involving haptic interactions, a much higher update rate of about 1 kHz is necessary to ensure continuous interactions and smooth transitions. The simplest and most efficient interaction paradigm in such environments is to represent the haptic cursor as a point. However, in many situations, such as those in the development of real time medical simulations involving the interactions of long slender surgical tools with soft deformable organs, such a paradigm is nonrealistic and at least a line‐based interaction is desirable. While such paradigms exist, the main impediment to their widespread use is the associated computational complexity. In this paper, we introduce, for the first time, an efficient algorithm for computing the interaction of a line‐shaped haptic cursor and polygonal surface models which has a near constant complexity. The algorithm relies on space‐time coherence, topological information, and the properties of lines in 3D space to maintain proximity information between a line segment and triangle meshes. For interaction with convex objects, the line is represented by its end points and a dynamic point, which is the closest point on the line to any potentially colliding triangle. To deal with multiple contacts and non‐convexities, the line is decomposed into segments and a dynamic point is used for each segment. The algorithm may be used to compute collision detection and response with rigid as well as deformable objects with no performance penalty. Realistic examples are presented to demonstrate the effectiveness of our approach. Copyright © 2008 John Wiley & Sons, Ltd.</abstract>
<qualityIndicators>
<score>8</score>
<pdfVersion>1.3</pdfVersion>
<pdfPageSize>567 x 737 pts</pdfPageSize>
<refBibsNative>true</refBibsNative>
<keywordCount>4</keywordCount>
<abstractCharCount>1756</abstractCharCount>
<pdfWordCount>6598</pdfWordCount>
<pdfCharCount>42950</pdfCharCount>
<pdfPageCount>13</pdfPageCount>
<abstractWordCount>269</abstractWordCount>
</qualityIndicators>
<title>An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
<genre.original>
<json:string>article</json:string>
</genre.original>
<genre>
<json:string>article</json:string>
</genre>
<host>
<volume>19</volume>
<publisherId>
<json:string>CAV</json:string>
</publisherId>
<pages>
<total>13</total>
<last>163</last>
<first>151</first>
</pages>
<issn>
<json:string>1546-4261</json:string>
</issn>
<issue>2</issue>
<subject>
<json:item>
<value>Research Article</value>
</json:item>
</subject>
<genre>
<json:string>journal</json:string>
</genre>
<language>
<json:string>unknown</json:string>
</language>
<eissn>
<json:string>1546-427X</json:string>
</eissn>
<title>Computer Animation and Virtual Worlds</title>
<doi>
<json:string>10.1002/(ISSN)1546-427X</json:string>
</doi>
</host>
<publicationDate>2008</publicationDate>
<copyrightDate>2008</copyrightDate>
<doi>
<json:string>10.1002/cav.224</json:string>
</doi>
<id>F02F9334487F3CF81DC57A18990FE6F5000A2262</id>
<score>1</score>
<fulltext>
<json:item>
<original>true</original>
<mimetype>application/pdf</mimetype>
<extension>pdf</extension>
<uri>https://api.istex.fr/document/F02F9334487F3CF81DC57A18990FE6F5000A2262/fulltext/pdf</uri>
</json:item>
<json:item>
<original>false</original>
<mimetype>application/zip</mimetype>
<extension>zip</extension>
<uri>https://api.istex.fr/document/F02F9334487F3CF81DC57A18990FE6F5000A2262/fulltext/zip</uri>
</json:item>
<istex:fulltextTEI uri="https://api.istex.fr/document/F02F9334487F3CF81DC57A18990FE6F5000A2262/fulltext/tei">
<teiHeader>
<fileDesc>
<titleStmt>
<title level="a" type="main" xml:lang="en">An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
</titleStmt>
<publicationStmt>
<authority>ISTEX</authority>
<publisher>John Wiley & Sons, Ltd.</publisher>
<pubPlace>Chichester, UK</pubPlace>
<availability>
<p>WILEY</p>
</availability>
<date>2008</date>
</publicationStmt>
<notesStmt>
<note>NIH/NIBIB - No. R21 EB003547‐01; No. R01 EB005807‐01;</note>
</notesStmt>
<sourceDesc>
<biblStruct type="inbook">
<analytic>
<title level="a" type="main" xml:lang="en">An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
<author>
<persName>
<forename type="first">Anderson</forename>
<surname>Maciel</surname>
</persName>
<note type="correspondence">
<p>Correspondence: Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</p>
</note>
<affiliation>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</affiliation>
</author>
<author>
<persName>
<forename type="first">Suvranu</forename>
<surname>De</surname>
</persName>
</author>
</analytic>
<monogr>
<title level="j">Computer Animation and Virtual Worlds</title>
<title level="j" type="abbrev">Comp. Anim. Virtual Worlds</title>
<idno type="pISSN">1546-4261</idno>
<idno type="eISSN">1546-427X</idno>
<idno type="DOI">10.1002/(ISSN)1546-427X</idno>
<imprint>
<publisher>John Wiley & Sons, Ltd.</publisher>
<pubPlace>Chichester, UK</pubPlace>
<date type="published" when="2008-05"></date>
<biblScope unit="volume">19</biblScope>
<biblScope unit="issue">2</biblScope>
<biblScope unit="page" from="151">151</biblScope>
<biblScope unit="page" to="163">163</biblScope>
</imprint>
</monogr>
<idno type="istex">F02F9334487F3CF81DC57A18990FE6F5000A2262</idno>
<idno type="DOI">10.1002/cav.224</idno>
<idno type="ArticleID">CAV224</idno>
</biblStruct>
</sourceDesc>
</fileDesc>
<profileDesc>
<creation>
<date>2008</date>
</creation>
<langUsage>
<language ident="en">en</language>
</langUsage>
<abstract xml:lang="en">
<p>In real time computer graphics, “interactivity” is limited to a display rate of 30 frames per second. However, in multimodal virtual environments involving haptic interactions, a much higher update rate of about 1 kHz is necessary to ensure continuous interactions and smooth transitions. The simplest and most efficient interaction paradigm in such environments is to represent the haptic cursor as a point. However, in many situations, such as those in the development of real time medical simulations involving the interactions of long slender surgical tools with soft deformable organs, such a paradigm is nonrealistic and at least a line‐based interaction is desirable. While such paradigms exist, the main impediment to their widespread use is the associated computational complexity. In this paper, we introduce, for the first time, an efficient algorithm for computing the interaction of a line‐shaped haptic cursor and polygonal surface models which has a near constant complexity. The algorithm relies on space‐time coherence, topological information, and the properties of lines in 3D space to maintain proximity information between a line segment and triangle meshes. For interaction with convex objects, the line is represented by its end points and a dynamic point, which is the closest point on the line to any potentially colliding triangle. To deal with multiple contacts and non‐convexities, the line is decomposed into segments and a dynamic point is used for each segment. The algorithm may be used to compute collision detection and response with rigid as well as deformable objects with no performance penalty. Realistic examples are presented to demonstrate the effectiveness of our approach. Copyright © 2008 John Wiley & Sons, Ltd.</p>
</abstract>
<textClass xml:lang="en">
<keywords scheme="keyword">
<list>
<head>keywords</head>
<item>
<term>computer graphics</term>
</item>
<item>
<term>interaction techniques</term>
</item>
<item>
<term>simulation and modeling</term>
</item>
<item>
<term>haptic I/O</term>
</item>
</list>
</keywords>
</textClass>
<textClass>
<keywords scheme="Journal Subject">
<list>
<head>article-category</head>
<item>
<term>Research Article</term>
</item>
</list>
</keywords>
</textClass>
</profileDesc>
<revisionDesc>
<change when="2007-08-21">Received</change>
<change when="2008-01-21">Registration</change>
<change when="2008-05">Published</change>
</revisionDesc>
</teiHeader>
</istex:fulltextTEI>
<json:item>
<original>false</original>
<mimetype>text/plain</mimetype>
<extension>txt</extension>
<uri>https://api.istex.fr/document/F02F9334487F3CF81DC57A18990FE6F5000A2262/fulltext/txt</uri>
</json:item>
</fulltext>
<metadata>
<istex:metadataXml wicri:clean="Wiley, elements deleted: body">
<istex:xmlDeclaration>version="1.0" encoding="UTF-8" standalone="yes"</istex:xmlDeclaration>
<istex:document>
<component version="2.0" type="serialArticle" xml:lang="en">
<header>
<publicationMeta level="product">
<publisherInfo>
<publisherName>John Wiley & Sons, Ltd.</publisherName>
<publisherLoc>Chichester, UK</publisherLoc>
</publisherInfo>
<doi registered="yes">10.1002/(ISSN)1546-427X</doi>
<issn type="print">1546-4261</issn>
<issn type="electronic">1546-427X</issn>
<idGroup>
<id type="product" value="CAV"></id>
</idGroup>
<titleGroup>
<title type="main" xml:lang="en" sort="COMPUTER ANIMATION AND VIRTUAL WORLDS">Computer Animation and Virtual Worlds</title>
<title type="short">Comp. Anim. Virtual Worlds</title>
</titleGroup>
<selfCitationGroup>
<citation type="ancestor" xml:id="cit1">
<journalTitle>Journal of Visualisation and Computer Animation</journalTitle>
<accessionId ref="info:x-wiley/issn/10498907">1049-8907</accessionId>
<accessionId ref="info:x-wiley/issn/10991778">1099-1778</accessionId>
<pubYear year="2003">2003</pubYear>
<vol>14</vol>
<issue>5</issue>
</citation>
</selfCitationGroup>
</publicationMeta>
<publicationMeta level="part" position="20">
<doi origin="wiley" registered="yes">10.1002/cav.v19:2</doi>
<numberingGroup>
<numbering type="journalVolume" number="19">19</numbering>
<numbering type="journalIssue">2</numbering>
</numberingGroup>
<coverDate startDate="2008-05">May 2008</coverDate>
</publicationMeta>
<publicationMeta level="unit" type="article" position="60" status="forIssue">
<doi origin="wiley" registered="yes">10.1002/cav.224</doi>
<idGroup>
<id type="unit" value="CAV224"></id>
</idGroup>
<countGroup>
<count type="pageTotal" number="13"></count>
</countGroup>
<titleGroup>
<title type="articleCategory">Research Article</title>
<title type="tocHeading1">Research Articles</title>
</titleGroup>
<copyright ownership="publisher">Copyright © 2008 John Wiley & Sons, Ltd.</copyright>
<eventGroup>
<event type="manuscriptReceived" date="2007-08-21"></event>
<event type="manuscriptRevised" date="2008-01-01"></event>
<event type="manuscriptAccepted" date="2008-01-21"></event>
<event type="publishedOnlineEarlyUnpaginated" date="2008-03-05"></event>
<event type="firstOnline" date="2008-03-05"></event>
<event type="publishedOnlineFinalForm" date="2008-04-07"></event>
<event type="xmlConverted" agent="Converter:JWSART34_TO_WML3G version:2.3.2 mode:FullText source:HeaderRef result:HeaderRef" date="2010-03-16"></event>
<event type="xmlConverted" agent="Converter:WILEY_ML3G_TO_WILEY_ML3GV2 version:3.8.8" date="2014-01-08"></event>
<event type="xmlConverted" agent="Converter:WML3G_To_WML3G version:4.1.7 mode:FullText,remove_FC" date="2014-10-16"></event>
</eventGroup>
<numberingGroup>
<numbering type="pageFirst">151</numbering>
<numbering type="pageLast">163</numbering>
</numberingGroup>
<correspondenceTo>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</correspondenceTo>
<linkGroup>
<link type="toTypesetVersion" href="file:CAV.CAV224.pdf"></link>
</linkGroup>
</publicationMeta>
<contentMeta>
<countGroup>
<count type="figureTotal" number="11"></count>
<count type="tableTotal" number="1"></count>
<count type="referenceTotal" number="28"></count>
</countGroup>
<titleGroup>
<title type="main" xml:lang="en">An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
<title type="short" xml:lang="en">LINE‐BASED COLLISION DETECTION FOR HAPTICS</title>
</titleGroup>
<creators>
<creator xml:id="au1" creatorRole="author" corresponding="yes" affiliationRef="#corr1">
<personName>
<givenNames>Anderson</givenNames>
<familyName>Maciel</familyName>
</personName>
<contactDetails>
<email>amaciel@inf.ufrgs.br</email>
</contactDetails>
</creator>
<creator xml:id="au2" creatorRole="author">
<personName>
<givenNames>Suvranu</givenNames>
<familyName>De</familyName>
</personName>
</creator>
</creators>
<affiliationGroup>
<affiliation xml:id="corr1" countryCode="BR">
<unparsedAffiliation>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</unparsedAffiliation>
</affiliation>
</affiliationGroup>
<keywordGroup xml:lang="en" type="author">
<keyword xml:id="kwd1">computer graphics</keyword>
<keyword xml:id="kwd2">interaction techniques</keyword>
<keyword xml:id="kwd3">simulation and modeling</keyword>
<keyword xml:id="kwd4">haptic I/O</keyword>
</keywordGroup>
<fundingInfo>
<fundingAgency>NIH/NIBIB</fundingAgency>
<fundingNumber>R21 EB003547‐01</fundingNumber>
<fundingNumber>R01 EB005807‐01</fundingNumber>
</fundingInfo>
<abstractGroup>
<abstract type="main" xml:lang="en">
<title type="main">Abstract</title>
<p>In real time computer graphics, “interactivity” is limited to a display rate of 30 frames per second. However, in multimodal virtual environments involving haptic interactions, a much higher update rate of about 1 kHz is necessary to ensure continuous interactions and smooth transitions. The simplest and most efficient interaction paradigm in such environments is to represent the haptic cursor as a point. However, in many situations, such as those in the development of real time medical simulations involving the interactions of long slender surgical tools with soft deformable organs, such a paradigm is nonrealistic and at least a line‐based interaction is desirable. While such paradigms exist, the main impediment to their widespread use is the associated computational complexity. In this paper, we introduce, for the first time, an efficient algorithm for computing the interaction of a line‐shaped haptic cursor and polygonal surface models which has a near constant complexity. The algorithm relies on space‐time coherence, topological information, and the properties of lines in 3D space to maintain proximity information between a line segment and triangle meshes. For interaction with convex objects, the line is represented by its end points and a dynamic point, which is the closest point on the line to any potentially colliding triangle. To deal with multiple contacts and non‐convexities, the line is decomposed into segments and a dynamic point is used for each segment. The algorithm may be used to compute collision detection and response with rigid as well as deformable objects with no performance penalty. Realistic examples are presented to demonstrate the effectiveness of our approach. Copyright © 2008 John Wiley & Sons, Ltd.</p>
</abstract>
</abstractGroup>
</contentMeta>
</header>
</component>
</istex:document>
</istex:metadataXml>
<mods version="3.6">
<titleInfo lang="en">
<title>An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
</titleInfo>
<titleInfo type="abbreviated" lang="en">
<title>LINE‐BASED COLLISION DETECTION FOR HAPTICS</title>
</titleInfo>
<titleInfo type="alternative" contentType="CDATA" lang="en">
<title>An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics</title>
</titleInfo>
<name type="personal">
<namePart type="given">Anderson</namePart>
<namePart type="family">Maciel</namePart>
<affiliation>Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</affiliation>
<description>Correspondence: Institute of Informatics, Universidade Federal do Rio Grande do Sul, Caixa Postal 15064, CEP 91501‐970‐Porto Alegre‐RS‐Brazil.</description>
<role>
<roleTerm type="text">author</roleTerm>
</role>
</name>
<name type="personal">
<namePart type="given">Suvranu</namePart>
<namePart type="family">De</namePart>
<role>
<roleTerm type="text">author</roleTerm>
</role>
</name>
<typeOfResource>text</typeOfResource>
<genre type="article" displayLabel="article"></genre>
<originInfo>
<publisher>John Wiley & Sons, Ltd.</publisher>
<place>
<placeTerm type="text">Chichester, UK</placeTerm>
</place>
<dateIssued encoding="w3cdtf">2008-05</dateIssued>
<dateCaptured encoding="w3cdtf">2007-08-21</dateCaptured>
<dateValid encoding="w3cdtf">2008-01-21</dateValid>
<copyrightDate encoding="w3cdtf">2008</copyrightDate>
</originInfo>
<language>
<languageTerm type="code" authority="rfc3066">en</languageTerm>
<languageTerm type="code" authority="iso639-2b">eng</languageTerm>
</language>
<physicalDescription>
<internetMediaType>text/html</internetMediaType>
<extent unit="figures">11</extent>
<extent unit="tables">1</extent>
<extent unit="references">28</extent>
</physicalDescription>
<abstract lang="en">In real time computer graphics, “interactivity” is limited to a display rate of 30 frames per second. However, in multimodal virtual environments involving haptic interactions, a much higher update rate of about 1 kHz is necessary to ensure continuous interactions and smooth transitions. The simplest and most efficient interaction paradigm in such environments is to represent the haptic cursor as a point. However, in many situations, such as those in the development of real time medical simulations involving the interactions of long slender surgical tools with soft deformable organs, such a paradigm is nonrealistic and at least a line‐based interaction is desirable. While such paradigms exist, the main impediment to their widespread use is the associated computational complexity. In this paper, we introduce, for the first time, an efficient algorithm for computing the interaction of a line‐shaped haptic cursor and polygonal surface models which has a near constant complexity. The algorithm relies on space‐time coherence, topological information, and the properties of lines in 3D space to maintain proximity information between a line segment and triangle meshes. For interaction with convex objects, the line is represented by its end points and a dynamic point, which is the closest point on the line to any potentially colliding triangle. To deal with multiple contacts and non‐convexities, the line is decomposed into segments and a dynamic point is used for each segment. The algorithm may be used to compute collision detection and response with rigid as well as deformable objects with no performance penalty. Realistic examples are presented to demonstrate the effectiveness of our approach. Copyright © 2008 John Wiley & Sons, Ltd.</abstract>
<note type="funding">NIH/NIBIB - No. R21 EB003547‐01; No. R01 EB005807‐01; </note>
<subject lang="en">
<genre>keywords</genre>
<topic>computer graphics</topic>
<topic>interaction techniques</topic>
<topic>simulation and modeling</topic>
<topic>haptic I/O</topic>
</subject>
<relatedItem type="host">
<titleInfo>
<title>Computer Animation and Virtual Worlds</title>
</titleInfo>
<titleInfo type="abbreviated">
<title>Comp. Anim. Virtual Worlds</title>
</titleInfo>
<genre type="journal">journal</genre>
<subject>
<genre>article-category</genre>
<topic>Research Article</topic>
</subject>
<identifier type="ISSN">1546-4261</identifier>
<identifier type="eISSN">1546-427X</identifier>
<identifier type="DOI">10.1002/(ISSN)1546-427X</identifier>
<identifier type="PublisherID">CAV</identifier>
<part>
<date>2008</date>
<detail type="volume">
<caption>vol.</caption>
<number>19</number>
</detail>
<detail type="issue">
<caption>no.</caption>
<number>2</number>
</detail>
<extent unit="pages">
<start>151</start>
<end>163</end>
<total>13</total>
</extent>
</part>
</relatedItem>
<relatedItem type="preceding">
<titleInfo>
<title>Journal of Visualisation and Computer Animation</title>
</titleInfo>
<identifier type="ISSN">1049-8907</identifier>
<identifier type="ISSN">1099-1778</identifier>
<part>
<date point="end">2003</date>
<detail type="volume">
<caption>last vol.</caption>
<number>14</number>
</detail>
<detail type="issue">
<caption>last no.</caption>
<number>5</number>
</detail>
</part>
</relatedItem>
<identifier type="istex">F02F9334487F3CF81DC57A18990FE6F5000A2262</identifier>
<identifier type="DOI">10.1002/cav.224</identifier>
<identifier type="ArticleID">CAV224</identifier>
<accessCondition type="use and reproduction" contentType="copyright">Copyright © 2008 John Wiley & Sons, Ltd.</accessCondition>
<recordInfo>
<recordContentSource>WILEY</recordContentSource>
<recordOrigin>John Wiley & Sons, Ltd.</recordOrigin>
</recordInfo>
</mods>
</metadata>
<serie></serie>
</istex>
</record>

Pour manipuler ce document sous Unix (Dilib)

EXPLOR_STEP=$WICRI_ROOT/Ticri/CIDE/explor/HapticV1/Data/Istex/Corpus
HfdSelect -h $EXPLOR_STEP/biblio.hfd -nk 004056 | SxmlIndent | more

Ou

HfdSelect -h $EXPLOR_AREA/Data/Istex/Corpus/biblio.hfd -nk 004056 | SxmlIndent | more

Pour mettre un lien sur cette page dans le réseau Wicri

{{Explor lien
   |wiki=    Ticri/CIDE
   |area=    HapticV1
   |flux=    Istex
   |étape=   Corpus
   |type=    RBID
   |clé=     ISTEX:F02F9334487F3CF81DC57A18990FE6F5000A2262
   |texte=   An efficient dynamic point algorithm for line‐based collision detection in real time virtual environments involving haptics
}}

Wicri

This area was generated with Dilib version V0.6.23.
Data generation: Mon Jun 13 01:09:46 2016. Site generation: Wed Mar 6 09:54:07 2024