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Voxel Based 6DOF Haptic Rendering Improvements

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Title: Voxel Based 6DOF Haptic Rendering Improvements


1
Voxel Based 6-DOF Haptic Rendering Improvements
  • In Lee
  • inism_at_postech.ac.kr
  • VR Lab, POSTECH

2
Outline
  • Voxel-Based 6-DOF Haptic Rendering
  • Distance Fields
  • Geometrical Awareness
  • Temporal Coherence
  • Implementation
  • Results
  • Summary
  • References

3
Voxel-Based6DOF Haptic Rendering
  • Voxel
  • The extension of the pixel to 3D
  • It contains position, color, stiffness, etc.

4
Voxel-Based6DOF Haptic Rendering
  • Neighbor voxel
  • A voxel that share a vertex, edge, or face with
    the subject voxel
  • each voxel has 26 neighbor voxels

5
Voxel-Based6DOF Haptic Rendering
  • Voxel types
  • Each voxel is allocated 2 bits of memory that
    designate it as a free space, interior, surface,
    or proximity voxel

6
Voxel-Based6DOF Haptic Rendering
  • Voxmap
  • A model to represent static objects in
    environments
  • It consists of all voxels of static objects

7
Voxel-Based6DOF Haptic Rendering
  • Point Shell
  • A model to represent a dynamic object
  • It consists of surface points and associated
    inward surface normals

8
Voxel-Based6DOF Haptic Rendering
  • Tangent plane
  • Dynamically constructed plane which pass through
    the (surface) voxels center and has the same
    normal as the penetrated points normal
  • Penetration depth
  • It is calculated as the distance d from the point
    to a tangent plane
  • If the point has not penetrated below tangent
    plane, then d is zero

9
Voxel-Based6DOF Haptic Rendering
  • Tangent plane force model
  • where, kff is a stiffness and d is
    a penetration depth

10
Voxel-Based6DOF Haptic Rendering
  • Exact surface interpenetration avoiding
  • Extend surface voxels of the static object to the
    second layer of free-space voxels
  • It is called the force layer

11
Voxel-Based6DOF Haptic Rendering
  • Voxel tree
  • The depth of a tree is limited to three
  • Each non-leaf node has 23N children nodes
  • Empirically, the memory usage of the tree is
    minimized when N3
  • The root node is called hyperchunk
  • The middle level node is called chunk

12
Voxel-Based6DOF Haptic Rendering
  • 6-DOF Spring-Damper System
  • wherekT spring translational stiffnessbT
    spring translational viscosity v objects
    relative linear velocitykR spring rotational
    stiffnessbR spring rotational viscosity ?
    equivalent-axis angle? objects relative
    angular velocity

13
Voxel-Based6DOF Haptic Rendering
  • Virtual Stiffness Consideration
  • To guarantee that haptic stability, the force sum
    is replaced by some average-like method below

14
Distance Fields
  • Distance field
  • An extension of the voxel grouping
  • Each voxel is allocated 4 bits of memory
  • While available values are 015, we use 010 for
    certain reasons

15
Distance Fields
  • Collision offsetting
  • An extension of the exact surface
    interpenetration avoidance
  • The force layer is moved to more distant
    free-space layers
  • Although this idea can be extended to the
    pointshell, but not recommended

16
Geometrical Awareness
  • Main Idea
  • Voxels may inherit properties of their parent
    polyhedral objects
  • By some geometrical property of the polyhedron,
    we only need to test whether vertex-surface and
    edge-edge contacts are occurred to detect
    collisions

17
Geometrical Awareness
  • Applying the geometrical awareness
  • In voxelization time, each voxel is labeled as
    vertex, edge, or surface according to its
    underlying polyhedral geometry
  • Then, each voxel is allocated with 16 bits of
    memory it is an extension of the distance field
  • 12bits are used to contain minimum distances from
    vertex, edge, and surface 4 bits for each
  • Remaining 4bit are unused

18
Geometrical Awareness
  • Applying the geometrical awareness

19
Temporal Coherence
  • Main Idea
  • If we know a points position and max. speed, we
    can predict how many frames will elapse before
    contact can possibly occur
  • It allow us to reduce the frequency of point
    sampling and use more points contained to the
    pointshell
  • Therefore, more accuracy could be attainable

20
Temporal Coherence
  • MaxTravel
  • It is defined as the max. distance that any point
    may travel in a haptic framewherenCapacity
    is the of tests that can be performed per
    haptic frame nMandatory is the of tests for
    points already in contactni is the of points
    in free space at i voxels from contacts is the
    voxel size

21
Temporal Coherence
  • Distance-to-contact queue
  • A mechanism for tracking and updating the status
    of points
  • All points that currently have the same
    distance-to-contact value belong to the same
    queue
  • Each queue has its length equal to the number of
    points in a pointshell
  • Each point is represented in one bit

22
Temporal Coherence
  • Hierarchical temporal coherence
  • All points that came from the same chunk of the
    voxel tree are assigned to contiguous bit
    addresses in the distance-to-contact queues
  • Whenever a chunks whole points is known to lie
    in free space, all points of the chunk is removed
    from their queues, and the chunks centroid is
    will be tracked

23
Temporal Coherence
  • Point drifting
  • The point drift is defined as the exact distance
    between a points current position and its
    previously stored position
  • The voxel lookup is skipped until the point has
    possibly drifted as much as two queues away from
    contact

24
Temporal Coherence
  • Dynamic pre-fetching
  • To overcome the memory limitation, a pre-fetching
    technique is needed
  • Points are loaded whenever its parent chunk
    sufficiently close to the surface
  • To guarantee that a certain data is loaded to
    memory before needed, the haptic process have to
    be suspended until pre-fetching is done

25
Implementation
  • Separate Architecture
  • Haptic controller
  • Visual interface

26
Implementation
  • Haptic controller
  • 2.8GHz Xeon dual processor, 2GB RAM
  • Windows XP
  • Haptic device
  • PHANToM Premium 1.5
  • Graphics application
  • FlyThru

27
Results
  • Voxelization and loading time measurements

28
Results
  • Performance Improvement
  • The number of usable points is increased about
    200-fold due to algorithmic enhancements
  • It equivalent to a 14-fold improvement in
    accuracy

29
Results
  • Other Findings
  • VPS could simulate mating-surface scenarios
    without using kinematic constraints
  • Voxelization time is inversely proportional to
    the square of the voxel size
  • Artificial viscosity caused by MaxTravel was
    evident whenever objects were in contact or
    nearly so

30
Summary
  • We discussed the VPS haptic rendering method
  • We also discussed some techniques for improving
    VPS

31
References
  • W. A. McNeely, K. D. Puterbaugh, and J. J. Troy,
    Six Degree-of-Freedom Haptic Rendering Using
    Voxel Sampling, Proc. ACM SIGGRAPH, pp.401-408,
    Aug.1999.
  • W. A. McNeely, K. D. Puterbaugh, and J. J. Troy,
    Voxel-Based 6-DOF Haptic Rendering
    Improvements, Haptics-e, vol. 3, 2006.
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