Details
Original language | English |
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Title of host publication | Transactions on Computational Science XVIII |
Subtitle of host publication | Special Issue on Cyberworlds |
Publisher | Springer Verlag |
Pages | 212-231 |
Number of pages | 20 |
ISBN (electronic) | 978-3-642-38803-3 |
ISBN (print) | 9783642388026 |
Publication status | Published - 2013 |
Event | 2012 International Conference on Cyberworlds, Cyberworlds 2012 - Darmstadt, Germany Duration: 25 Sept 2012 → 27 Sept 2012 |
Publication series
Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
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Volume | 7848 |
ISSN (Print) | 0302-9743 |
ISSN (electronic) | 1611-3349 |
Abstract
In this paper we present a novel haptic rendering method for exploration of volumetric data. It addresses a recurring flaw in almost all related approaches, where the manipulated object, when moved too quickly, can go through or inside an obstacle. Additionally, either a specific topological structure for the collision objects is needed, or extra speed-up data structures should be prepared. These issues could make it difficult to use a method in practice. Our approach was designed to be free of such drawbacks. An improved version of the method presented here does not have the issues of the original method - oscillations of the interaction point and wrong friction force in some cases. It uses the ray casting technique for collision detection and a path finding approach for rigid collision response. The method operates directly on voxel data and does not use any precalculated structures, but uses an implicit surface representation being generated on the fly. This means that a virtual scene may be both dynamic or static. Additionally, the presented approach has a nearly constant time complexity independent of data resolution.
Keywords
- collision detection, collision resolution, collision response, haptic rendering, haptics, implicit surface, path finding, ray casting
ASJC Scopus subject areas
- Mathematics(all)
- Theoretical Computer Science
- Computer Science(all)
- General Computer Science
Cite this
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Transactions on Computational Science XVIII: Special Issue on Cyberworlds. Springer Verlag, 2013. p. 212-231 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7848).
Research output: Chapter in book/report/conference proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - Haptic Rendering of Volume Data with Collision Detection Guarantee Using Path Finding
AU - Vlasov, Roman
AU - Friese, Karl Ingo
AU - Wolter, Franz Erich
PY - 2013
Y1 - 2013
N2 - In this paper we present a novel haptic rendering method for exploration of volumetric data. It addresses a recurring flaw in almost all related approaches, where the manipulated object, when moved too quickly, can go through or inside an obstacle. Additionally, either a specific topological structure for the collision objects is needed, or extra speed-up data structures should be prepared. These issues could make it difficult to use a method in practice. Our approach was designed to be free of such drawbacks. An improved version of the method presented here does not have the issues of the original method - oscillations of the interaction point and wrong friction force in some cases. It uses the ray casting technique for collision detection and a path finding approach for rigid collision response. The method operates directly on voxel data and does not use any precalculated structures, but uses an implicit surface representation being generated on the fly. This means that a virtual scene may be both dynamic or static. Additionally, the presented approach has a nearly constant time complexity independent of data resolution.
AB - In this paper we present a novel haptic rendering method for exploration of volumetric data. It addresses a recurring flaw in almost all related approaches, where the manipulated object, when moved too quickly, can go through or inside an obstacle. Additionally, either a specific topological structure for the collision objects is needed, or extra speed-up data structures should be prepared. These issues could make it difficult to use a method in practice. Our approach was designed to be free of such drawbacks. An improved version of the method presented here does not have the issues of the original method - oscillations of the interaction point and wrong friction force in some cases. It uses the ray casting technique for collision detection and a path finding approach for rigid collision response. The method operates directly on voxel data and does not use any precalculated structures, but uses an implicit surface representation being generated on the fly. This means that a virtual scene may be both dynamic or static. Additionally, the presented approach has a nearly constant time complexity independent of data resolution.
KW - collision detection
KW - collision resolution
KW - collision response
KW - haptic rendering
KW - haptics
KW - implicit surface
KW - path finding
KW - ray casting
UR - http://www.scopus.com/inward/record.url?scp=84892747955&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-38803-3_12
DO - 10.1007/978-3-642-38803-3_12
M3 - Conference contribution
AN - SCOPUS:84892747955
SN - 9783642388026
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 212
EP - 231
BT - Transactions on Computational Science XVIII
PB - Springer Verlag
T2 - 2012 International Conference on Cyberworlds, Cyberworlds 2012
Y2 - 25 September 2012 through 27 September 2012
ER -