Introduction to Computer Haptics Chris Harding [email protected] Haptic (adj.) (from the Greek word haptesthai for to grasp or to touch) : related to the sense of touch. Graphical Rendering: process of displaying synthetically generated 2D/3D visual stimuli to the user Haptic Rendering: process of displaying synthetically generated 2D/3D haptic stimuli to the user Motors, cables, actuators, position sensors, … F End-effector (pen, thimble, surgical instrument, …) simulated haptic probe Haptic Interface: device for touch interactions in real and virtual worlds Human vs Machine Haptics: Machine Haptics: Types of Haptic Devices Force feedback Displays (Kinesthetic: position) Tactile Displays (skin) Types of Haptic Devices Passive Active Force keyboard, trackball, mice, etc. Types of Haptic Devices Grounded Attached combined Hulk strong – crush Coke can !! Applications Haptic Feedback for Molecular Simulation Haptic Feedback for Medical Simulation and Training force molecule Haptic Display Visual Display Applications Haptic Visualization Haptic Feedback for Collaborative Engineering Design haptic display collected data tangible data Tangible Interfaces • buttons • dials • slider bars • folders • layers • force fields Haptic User Interface (HUI) Simulation of repair and maintenance tasks Haptic Feedback for Crew Training Integration of Vision and Touch HUMAN OPERATOR ~ 30 Hz Images Visual Interface STATE •Geometry •Color •Stiffness •Deformability DISPLAY VISUALS STATE Haptic Interface DISPLAY FORCE Visual Thread Shared Database Encoder Positions ~1 kHz Motor Torques Haptic Thread Point-based Haptic feedback Problem: simulating the Human hand (22 DOF) and tactile sensations (skin pressure) is very difficult (impossible) to simulate Need very fast update rates (~1000 Hz) Need Interface acceptable to everyday users Affordable, with API for non-haptic specialists Solution (Enter the PHANtOM): Use only a single point (3DOF): point with stylus (direction vector) GHOST API, ReachIn API, OpenHL Virtual Finger Tip Stylus Tip Haptic Rendering with a Force Display virtual wall Position Orientation Collision Detection Object Database Geometry Contact Information Material F= stiffness * dist Force Collision Response point-object interaction HIP = Haptic Interface Point: True (real world) position of stylus tip Hand: always drawn outside the sphere HIP F distance void calculate_force (Vector &force) { float X, Y, Z, distance; float R = 20.0; Hand X = HIP[0]; Y = HIP[1]; Z = HIP[2]; distance = sqrt(X*X + Y*Y + Z*Z); if(distance < R) //collision check { force[0] = X/distance * (R-distance); force[1] = Y/distance * (R-distance); force[2] = Z/distance * (R-distance); R } } Assumption: Stiffness = 1.0 Haptic Rendering of 3D Objects via Proxy (point-object interaction) d: Proxy to Tip distance HIP (stylus tip: actual position!) F=k*d (Hooke’s Law) Spring with stiffness k Proxy (displayed position) (If in doubt: the visual sense will override the sense of touch …) Haptic Rendering of Polygonal Surfaces HIPt-1 HIPt-2 IHIPt HIPt-3 HIP = actual tip position IHIP = Proxy point IHIPt+1 IHIPt+2 v2 v1 d d HIPt HIPt+1 HIPt+2 v3 Haptic Display of Surface Details Haptic smoothing of object surfacesding)(similar to Phong shag Rendering of haptic textures Haptic rendering of surfaces with friction ( Fuser Fn n tio ent c e m r Di ove m of Ff Ft displayed shape actual shape Haptic Texturing • image-based s two-stage mapping Bier & Sloan, 1986 t • procedural bump mapping h(x,y,z) Blinn, 1978; Max and Becker, 1994 Force-Reflecting Deformable Models: Surgical Simulation F F Haptic Sculpting/painting Reachin Display Phantom + Reachin Display + Reachin API 3D stereo via mirror Integrates 3D Vision with haptics After calibration: real stylus = virtual stylus Uses proxy method 3D haptic user interface (HUI) API: define VRML scenegraph with graphics and haptics properties Sensable Omni Phantom New, “cheap” version of phantom line Stiffness: 3 - 4 N Firewire port Windows, Linux (?) OpenHL API: (low-level OpenGL-like haptics) Demo of virtual clay sculpting (splodge?) Conclusion Point haptics: Reduction of hand to point Separate Update loop at 1000 Hz Same geometry as graphics but additional haptic properties Improvements in tool based interaction: Surgical simulation and training assembly/repair planning Virtual clay sculpting (art, rapid prototyping) Sculpting of subsurface layers (saltdome modelling)
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