M. Zareinejad.  What ’ s Virtual Proxy? ◦ A substitute for the probe in the VE ◦ An extension of the ‘ God-Object ’ ◦ A finite sized massless sphere.

Slides:



Advertisements
Similar presentations
Tangent Vectors and Normal Vectors. Definitions of Unit Tangent Vector.
Advertisements

Kinetics of Particles Impulse and Momentum.
© 2011 Autodesk Freely licensed for use by educational institutions. Reuse and changes require a note indicating that content has been modified from the.
Work & Energy Principles
Motivation Hair animation used in movies, games, virtual reality, etc. Problem due to complexity –Human head has over 100,000 strands of hair –Computation.
APC -Unit 2. 2 nd Law A 72kg person stands on a scale which sits on a floor of elevator. It starts to move from rest upward with speed v(t) = 3t +
Beams and Frames.
LECTURE #27 CONVEYER SYSTEMS Course Name : DESIGN OF MACHINE ELEMENTS Course Number: MET 214.
Lecture 2 Free Vibration of Single Degree of Freedom Systems
Introduction to Haptic Rendering Ming C. Lin
Parallel Decomposition-based Contact Response Fehmi Cirak California Institute of Technology.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Haptic Rendering Max Smolens COMP 259 March 26, 2003.
Department of Physics and Applied Physics , F2010, Lecture 7 Physics I LECTURE 7 9/27/10.
Physics 218: Mechanics Instructor: Dr. Tatiana Erukhimova Sections 818, 819, 820, 821 Lecture 10.
Single Point of Contact Manipulation of Unknown Objects Stuart Anderson Advisor: Reid Simmons School of Computer Science Carnegie Mellon University.
Circular Motion and Other Applications of Newton’s Laws
Theoretical Mechanics DYNAMICS
Chapter 14 Oscillations Chapter Opener. Caption: An object attached to a coil spring can exhibit oscillatory motion. Many kinds of oscillatory motion are.
Chapter 4 The Laws of Motion. Forces Usually think of a force as a push or pull Usually think of a force as a push or pull Vector quantity Vector quantity.
Vectors & Concept of Force 8.01 W02D1 Fall Coordinate System 1.An origin as the reference point 2.A set of coordinate axes with scales and labels.
Friction Acts in direction of plane (i.e. up or down the table) Factors affecting friction Limiting friction F lim =  R.
Computer graphics & visualization Collision Detection – Narrow Phase.
Holt Physics Chapter 4 Section 4 Pages
FRICTION!.
Chapter 5 Newton’s Second Law of Motion – Force and Acceleration
Haptic rendering Part 1 4/CY/B3 Part 1. Collision detection and response Nic Melder Part 2. Manipulation and polygon transitions (T.B.A.)
Dynamics II Motion in a Plane
Union College Mechanical Engineering ESC020: Rigid Body Mechanics1 Kinetics of Particles  Free Body Diagrams  Newton’s Laws  Euler’s Laws.
Haptics and Virtual Reality
What is the normal force for a 500 kg object resting on a horizontal surface if a massless rope with a tension of 150 N is acting at a 45 o angle to the.
Week.  Student will:  Incorporate Force of Friction into calculation  Static Friction  Kinetic Friction.
Chapter 6 Circular Motion and Other Applications of Newton’s Laws.

Forces of Friction When an object is in motion on a surface or through a viscous medium, there will be a resistance to the motion This is due to the interactions.
Dynamics of Uniform Circular Motion
Progress in identification of damping: Energy-based method with incomplete and noisy data Marco Prandina University of Liverpool.
Chapter 5 Dynamics of Uniform Circular Motion. 5.1 Uniform Circular Motion DEFINITION OF UNIFORM CIRCULAR MOTION Uniform circular motion is the motion.
Derivation of the proportionality of velocity and radius for an object in circular motion under a constant centripetal force.
Haptic Rendering Part 2 4/CY/B3 Part 1. Collision detection and response Nic Melder Part 2. Manipulation and polygon transitions Nic Melder.
Free Powerpoint Templates Page 1 Free Powerpoint Templates 3.1 Solving Linear Systems by Graphing.
1 Haptic Systems Mohsen Mahvash Lecture 3 11/1/06.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Physics for Games Spring 2012.
The Laws of Motion. Classical Mechanics Describes the relationship between the motion of objects in our everyday world and the forces acting on them Describes.
M. Zareinejad.  Use haptic device to physically interact with the VE – optical encoders measure position of end effector – actuators apply forces.
Advanced Physics Chapter 4 Motion and Force: Dynamics.
1 Applying Newton’s Laws Assumptions Assumptions Objects behave as particles Objects behave as particles can ignore rotational motion (for now) can ignore.
Progress Report Yoonsang Lee, Movement Research Lab., Seoul National University.
If the sum of all the forces acting on a moving object is zero, the object will (1) slow down and stop (2) change the direction of its motion (3) accelerate.
Chapter 5 Two Dimensional Forces Equilibrium An object either at rest or moving with a constant velocity is said to be in equilibrium The net force acting.
Example A 45-kg swimmer runs with a horizontal velocity of +5.1 m/s off of a boat dock into a stationary 12-kg rubber raft. Find the velocity that the.
9/7/2012PHY 113 A Fall Lecture 51 PHY 113 A General Physics I 9-9:50 AM MWF Olin 101 Plan for Lecture 5: Chapter 4 – Motion in two dimensions 1.Position,
REVISION NEWTON’S LAW. Quantity with magnitude and direction. e.g. displacement, velocity, acceleration, force and weight.. VECTOR Quantity having only.
Wednesday, Nov. 10, 2004PHYS , Fall 2004 Dr. Jaehoon Yu 1 1.Moment of Inertia 2.Parallel Axis Theorem 3.Torque and Angular Acceleration 4.Rotational.
3.1 Dynamics p Review of Newton’s Laws of Motion Newton’s First Law of Motion If there is no net force acting on a body, it will continue to move.
Physics Section 4.4 Describe various types of forces Weight is a measure of the gravitational force exerted on an object. It depends upon the objects.
Physics 321 Hour 3 Application of Newton’s Laws/Drag Forces.
1 Haptic Systems Mohsen Mahvash Lecture 7 18/1/06.
Chapter 5 Dynamics of Uniform Circular Motion. 5.1 Uniform Circular Motion DEFINITION OF UNIFORM CIRCULAR MOTION Uniform circular motion is the motion.
Forces and Laws of Motion Force Force is the cause of an acceleration, or the change in an objects motion. This means that force can make an object to.
1 Haptic Systems Mohsen Mahvash Lecture 6 17/1/06.
Physically-Based Motion Synthesis in Computer Graphics
Lecture 8 Motion and Forces Ozgur Unal
FRICTION.
7.3 Forces in Two Dimensions
Same format as first quiz. Total of 50 points
SIMULTANEOUS EQUATIONS 1
Computer Animation Algorithms and Techniques
Haptic Systems Mohsen Mahvash Lecture 7 18/1/06.
Friction Ff =  . Fnorm “” is the coefficient of friction…it represents the types of surfaces that are in contact with each other.
Presentation transcript:

M. Zareinejad

 What ’ s Virtual Proxy? ◦ A substitute for the probe in the VE ◦ An extension of the ‘ God-Object ’ ◦ A finite sized massless sphere that runs after the probe

 Why sphere? ◦ To solve the ‘ fall-through ’ problem of the God- Object method ◦ For easy collision-detection

 ‘ Fall-through ’ of the God-Object

 Virtual Proxy ’ s behavior in the same situation

 Example

 Check whether a line-segment, specified by the proxy and the probe, falls within one radius of any obstacle in the environment  This line-segment checking method can successfully render thin objects

 Configuration space obstacle ◦ A mapped obstacle to the configuration space ◦ In our problem, it consists of all points within one proxy radius of the original obstacle  Constraint plane ◦ Where the line-segment intersects the configuration space obstacle

 The proxy moves to the probe until it makes a contact with a C-obstacle  If the proxy makes a contact, it moves to the closest position to the probe on the constraint plane

 A sub-goal can be represented by minimize ∥x-p∥ subject to n i x ≥ 0, 0 ≤ i ≤ m ◦ p is the vector from the current proxy to the probe ◦ x is the sub-goal ◦ n i, 0 ≤ i ≤ m, are the unit normals of the constraint planes  The problem can be solved using a standard quadratic programming package, or a similar method that the God-Object method uses

 the force exerted on the proxy by the user can be estimated by f = k p (p-v) ◦ k p is the proportional gain of the haptic controller ◦ p is the position of the proxy ◦ v is the position of the probe

 If ∥ f t ∥ ≤ μ s ∥ f n ∥, proxy is not moved ◦ f is the estimated force exerted on the proxy ◦ f n is the vertical element of f on the constraint plane ◦ f t is the horizontal element of f on the constraint plane ◦ μ s is static friction parameter of constraint surface

 The motion of one dimensional object is ◦ μ d is the dynamic friction parameter of the surface ◦ m is the mass of the object ◦ x ’’ is the acceleration of the object ◦ x ’ is the velocity of the object ◦ b is the viscous damping parameter

 Because the mass of the proxy is 0, the previous equation can be rewritten as  This equation can be used to bound the amount that the proxy can move in one clock cycle

 Stiffness of a surface can be modeled by reducing the position gain of the haptic controller  But changing the position gain is not desirable  Solve this problem by repositioning the proxy

 ◦ p is the position of the proxy ◦ p’ is the new position of the proxy ◦ v is the position of the probe ◦ s is the stiffness parameter of the surface, 0≤s≤1  p’ is used for the haptic control loop  p is retained for surface following

 D. Ruspini, K. Kolarov, and O. Khatib, "The Haptic Display of Complex Graphical Environments," in Computer Graphics Proceedings (ACM SIGGRAPH 97), 1997, pp