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Haptic interaction with rigid bodies by SPIDAR

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Human interface Section, P&I Lab, Titech. Haptic interaction with rigid ... pi :tied point of string on the grip. qi :position of a motor. li :length of string ... – PowerPoint PPT presentation

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Title: Haptic interaction with rigid bodies by SPIDAR


1
Haptic interaction with rigid bodies by SPIDAR
  • Shoichi Hasegawa
  • Makoto Satos group
  • Precision and Intelligence Lab.
  • Tokyo Institute of Technology

2
Contents
  • Control of SPIDAR
  • Characteristics of SPIDAR
  • Position measuring, Force displaying
  • Update rate of haptic rendering
  • Rigid body simulation
  • Contact force modeling
  • Haptic rendering for 6DOF
  • Simulation of articulated body
  • Demo
  • For demonstration, please visit our booth.

3
Hardware of SPIDAR
Motor and encoder Present force to
user. Measure length of string.
SPIDAR
4
Hardware performance
  • SPIDAR is the best device in performance
  • Stiff and light

5
Reconfigurable hardware
  • Any DOF and arrangements are designable.
  • Same control algorithm can be used

6
Position measurement
  • r posture vector (x,y,z,qx , qy , qz )
  • pi tied point of string on the grip
  • qi position of a motor
  • li length of string

7
Position measurement
Solve r by iterative method
8
Displaying force
  • Simple solution

t2
f2
t1
f1
tensions
f
t3
Directions of strings
f3
9
Displaying force
  • Discontinuous problem

Tension
Present the same force and move the pointer.
Position
10
Displaying force
  • Simple solution
  • Use smaller tension
  • Limitation
  • Finally

Quadratic programming problem
11
Displaying force
20
Full presentation area
Partial presentation area
?
0.1
Calculated tension N
10
?
0.2
?
1.0
0
(0,0,0)
(-0.2,-0.2,-0.2)
(0.2,0.2,0.2)
Position of end effecter m
12
Displaying force
13
Haptic rendering and update rate
Force display
Virtual World
1
2
3
Fkx
  • Measure finger position
  • Collision detection and force calculation
  • Display the force

14
Haptic rendering and update rate
  • Problem on slow update rate

15
Haptic rendering and update rate
  • Solution by fast update rate

16
Effect of fast update
  • Advantage of stiffness
  • Display of friction disturbs display of shapes.
    But, enough stiffness realizes both.

Virtual object (gear)
Virtual object (gear)
2N/mm, 1kHz
20N/mm, 10kHz
Trajectory of the haptic pointer on surfaces with
friction (m0.5)
17
Real-time Rigid Body Simulationfor Haptic
Interactions
18
Haptic interaction
  • Touch the virtual world
  • User feels contact force from haptic interface

Virtual
Real
19
Haptic interaction
  • Touch the virtual world
  • User feels contact force from haptic interface
  • The touched object receives force from the user.
  • The response Dynamics

Virtual
Real
20
Video Darumaw
21
Contact force
Fmv NIw v(tD t) v(t) F/mDt w(tD t)w(t)
I-1NDt
Haptic pointer
Contact force fordynamics simulation
Contact forceto feedback user
22
Contact model
Normal force
  • Normal force
  • Prevent penetration
  • Friction force (coulombs model)
  • Static friction
  • Prevent sliding motion
  • Dynamic friction
  • Proportional to normal force

Friction force
ff lt m0fn
ff mfn
23
Solving constraints(1)
  • Analytical method
  • David Baraff SIGGRAPH 89
  • Advantages
  • Object motions are stable.Wide time steps are
    affordable.
  • Solves constraints accurately.Completely rigid.
  • Drawbacks
  • Much computation time for one step. O(n3 )
  • A virtual coupling is needed to connect a haptic
    interface.
  • Coulomb's friction model comes to NP complete
    problem.

24
Solving constraints(2)
  • Penalty method

.
penetration d,penetrating velocity d
Spring
Damper
.
slide l,sliding velocity l
Spring
Damper
  • Advantages
  • Very fast for one step. O(n)
  • Direct connection to haptic interfaces.
  • Coulombs friction model is easily realized.
  • Integration of other models are easy. (e.g.
    Featherstones method)
  • Drawbacks
  • Stability and rigidity requires small time
    steps.(Haptic interfaces also need this.)
  • Treatment of large contact area makes instability
    or takes a lot of computation time.

25
Problem on large contact area
  • Where should we put spring-damper model?

On the most penetrating point
26
Problem on large contact area
  • Where should we put spring-damper model?

?
On vertices
Top view
27
Problem on large contact area
  • Where should we put spring-damper model?

Will works well. But, it will takes
muchcomputation time and memory.
?
Many points
28
Proposal for the problem
  • Integrate forces from distributed model for each
    triangle.

29
Steps
  • Finding Contact force
  • Find contact point and normal.
  • Find the shape of the contact volume.
  • Integrate forces over the contact area.

30
Contact detection
  • Gilbert, Johnson, and Keerthi (GJK) algorithm.
  • Find closest points of two convex shapes.
  • A complex shape can be represented by a set of
    convex shapes.
  • After the contact, GJK cant find closest points,
    So

tt0
tt1
New closest points
31
Contact Analysis
  • Contact part Intersection of two convexes.
  • D. E. Muller and F.P.PreparataFinding the
    intersection of two convex (1978)
  • For given two convex and a point in the
    intersection.
  • Find the intersection.

32
Contact Analysis(2)
  • Finding the intersection of two convex

Half space representation
33
Contact Analysis(3)
  • Finding the intersection of two convex(2)

Half space representation
Dual transform
Vertex of intersection
Dual transform
Quick hull
34
Integration of force
  • Penalty force
  • Dynamic friction force
  • Maximum static friction force

Integrate forces from distributed model for each
triangle.
35
Integration for a triangle
p3
Force from spring model
Torque from from spring model
36
Static friction force
  • Spring-damper model for sliding constraint.

Two (translation and rotation) models
37
Evaluation
  • Compare three simulators
  • Proposed
  • Penalty method
  • distributed model.
  • Point based
  • Penalty method
  • A model on the most penetrating point.
  • Analytic
  • Analytical method
  • Open Dynamics Engine (Smith R. 2000)

38
Computation time
39
Stability on normal force
  • A cube on a floor.
  • Measure angular momentum.

1
Proposed method
Point based penalty method
Analytical method
Angular momentum Nms
0
-1
0
1
2
times
40
Motion of top
41
Stick-slip motion
  • State transition between static and dynamic
    friction makes stick-slip motion.

m00.265 m 0.160
2kg
0.0642m/s
Spring 400N/m
friction force
42
Result
Real world
Analytical simulator
0.1
0.1
5
5
ForceN
Positionm
Positionm
ForceN
0
0
-5
-5
0
0
0
1
2
0
1
2
Times
Times
Proposed simulator
Point based simulator
0.1
0.1
5
5
ForceN
Positionm
ForceN
Positionm
0
0
-5
-5
0
0
0
1
2
0
1
2
Times
Times
43
Both hand 6DOF haptic interaction
44
Update rate of the simulation
  • Update rate gt 300Hz

45
Articulated body
  • Constraints of joints should strictly be kept.
  • Small errors can be magnified by mechanisms.
  • To solve generic constraints, we need much
    computation time. But,
  • Efficient computation method is affordable under
    some restriction of structure.
  • Restriction Tree structure without ring

many rings
one ring
46
Generic method
As eq of motion
Constraint of 1
Bs
So, we can write
Many 0,sparse matrix There can be fast
calculation method.
47
Featherstones method
  • Suppose whole rigid bodies are one rigid body.
    Then find the acceleration. Find the
    acceleration of A
  • Suppose two rigid bodies of A and others.
  • Find the force applied to the joint 1
  • Find the acceleration of B
  • Suppose three rigid bodies of A and B and
    others.

48
Featherstones method
  • Look the method from a viewpoint of the sparse
    matrix

1. From the leaves to the root we merge M
2.Find acceleration .
49
Featherstones method
3.Find from the root to the leaves.
50
Demo
51
Our booth
We are here
Our booth (1F)
5 minutes walk
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