Discrimination of Virtual Environments Under Visual and Haptic Rendering Delays

Author(s):  
In Lee ◽  
Seungmoon Choi
2009 ◽  
Vol 18 (5) ◽  
pp. 340-360 ◽  
Author(s):  
Jong-Phil Kim ◽  
Beom-Chan Lee ◽  
Hyungon Kim ◽  
Jaeha Kim ◽  
Jeha Ryu

This paper proposes a novel, accurate, and efficient hybrid CPU/GPU-based 3-DOF haptic rendering algorithm for highly complex and large-scale virtual environments (VEs) that may simultaneously contain different types of object data representations. In a slower rendering process on the GPU, local geometry near the haptic interaction point (HIP) is obtained in the form of six directional depth maps from virtual cameras adaptively located around the object to be touched. In a faster rendering process on the CPU, collision detection and response computations are performed using the directional depth maps without the need for any complex data hierarchy of virtual objects, or data conversion of multiple data formats. To efficiently find an ideal HIP (IHIP), the proposed algorithm uses a new “abstract” local occupancy map instance (LOMI) and the nearest neighbor search algorithm, which does not require physical memory for storing voxel types during online voxelization and reduces the search time by a factor of about 10. Finally, in order to achieve accurate haptic interaction, sub-voxelization of a voxel in LOMI is proposed. The effectiveness of the proposed algorithm is subsequently demonstrated with several benchmark examples.


2014 ◽  
Vol 8 (3) ◽  
pp. 319-331 ◽  
Author(s):  
Ravikiran B. Singapogu ◽  
Christopher C. Pagano ◽  
Timothy C. Burg ◽  
Paul G. Dorn ◽  
Ron Zacharia ◽  
...  

Author(s):  
Benjamin Birch ◽  
Daniela Constantinescu

This paper proposes a method for the passive rendering of trains of impulsive forces to users when users contact hard virtual surfaces with a rigid virtual tool. The goal is to improve the sense of presence in virtual environments through enabling users to perceive various transient dynamics at contact onset. The proposed method computes the impulsive forces in the feedback loop based on Newton’s restitution hypothesis, and superimposes them on traditional penalty-based feedback. The method accounts for the energy transferred between the user and the virtual environment by the penalty forces via re-computing the impulsive forces throughout the duration of the transient dynamics. A preliminary user study shows that the modulated impulses are perceptually distinguishable from haptic rendering of collisions via a single impulse.


Sign in / Sign up

Export Citation Format

Share Document