دانلود رایگان مقاله لاتین تعامل لمسی از سایت الزویر


عنوان فارسی مقاله:

تعامل لمسی زمان واقعی خارج از هسته در مدل های بسیار بزرگ


عنوان انگلیسی مقاله:

Out-of-core real-time haptic interaction on very large models


سال انتشار : 2016



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مقدمه انگلیسی مقاله:

1. Introduction

Haptic interaction in virtual environments has certain time restrictions that require much more efficient data structures and algorithms than other collision detection techniques. When a user handles a 6 degrees-of-freedom (DOF) haptic device, he expects to perceive the real contact with the surface, and not just an approximation of it. It is generally accepted that a minimum update rate of 1 kHz is required for the collision detection thread to provide continuous (i.e. realistic) feedback [1]. Hence, the algorithm must be able to dispatch every collision or distance query in less than a millisecond. It is not straightforward to achieve this for very large polygonal models obtained from 3D scanners. In the context of art curators, for example, it is not conceivable to use simplified models of a few thousand polygons (like those usually used in traditional haptic applications) to virtually plan or test the restoration process of a sculpture. We address the problem of fast inclusion tests and distance calculation in very large models by developing a system that performs several thousand point-in-solid and distance tests per second on models over 25M polygons. Our method uses a data structure termed EBP-Octree (Extended Bounding-Planes Octree). This is a very tight hierarchy of convex bounding volumes that, supported by a spatial decomposition of the model using an octree, defines a bounding volume at each node using a subset of the planes of the portion of the polygonal model contained at that node. To summarise, our main contributions are: • A data structure, the EPB-Octree, which can virtually host models of unlimited-size. Our tests only used level 11 of 20 using models of 30 million polygons. • A point-in-solid test that runs comfortably at a haptic rendering frame rate when applied to very large polygonal models, achieving from 2.5 kHz (purely random point test) to 32 kHz (haptic-like paths). • A distance and contact normal function that allows us to use the EBP-Octree in haptic applications designed for training or planning for virtual curators that runs at around 1 MHz in classic haptic interaction over the surface of models over 25M polygons.



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کلمات کلیدی:

Out-of-core real-time haptic interaction on very large models www.sciencedirect.com/science/article/pii/S0010448516300148 by A Aguilera - ‎2016 - ‎Related articles Haptic interaction in virtual environments has certain time restrictions that require much more efficient data structures and algorithms than other collision ... Real-time visio-haptic interaction with static soft tissue models having ... www.sciencedirect.com/science/article/pii/S0097849309001332 by I Peterlík - ‎2010 - ‎Cited by 30 - ‎Related articles A method based on small area of contact is proposed in [5] for real-time interaction with a deformable static FE model running at haptic refresh rate. While the ... [PDF]GPU Methods for Real-Time Haptic Interaction ... - ScholarlyCommons repository.upenn.edu/cgi/viewcontent.cgi?article=1231&context=meam_papers by M Yang - ‎2009 - ‎Cited by 9 - ‎Related articles Nov 1, 2009 - GPU Methods for Real-Time Haptic Interaction with 3D Fluids. Abstract. Real-time haptic rendering of three-dimensional fluid flow will improve ... Real-time haptic interaction with RGBD video streams dl.acm.org/citation.cfm?id=3004691 by S Rasool - ‎2016 - ‎Related articles Oct 1, 2016 - In this paper, we present a method for real-time haptic interaction with videos containing depth data. Forces are computed based on the depth ... Real-Time Haptic Interaction with Remote Environments using Non ... https://digital.lib.washington.edu/researchworks/handle/1773/24254 by OF Ryden - ‎2013 - ‎Cited by 2 - ‎Related articles Nov 14, 2013 - Haptic interaction with a haptic device has traditionally been limited to interaction with purely virtual objects or to static range scans of physical ...