| A. Gregory, M. C. Lin, S. Gottschalk, and R. Taylor, "A framework for fast and accurate collision detection for haptic interaction," in IEEE Virtual Reality '99, 1999, pp. 38--45. |
....a list of triangles that have met both criteria for sending to the next stage. Note that this process could be improved vastly with an oriented bounding box for the model, or some other form of space subdivision, most effectively hierarchical subdivision as in an AABB or OBB tree or an octree[8, 7, 20, 10]. When the brush is spherical, the proximity test (between a point and a polygonal surface) is best handled as a sequential test within a region culled using bounding boxes. However for a more realistic brush geometry a proximity package such as PQP [15] may be used. 5.2 Brush Function The brush ....
A. Gregory, M. C. Lin, S. Gottschalk, and R. Taylor. A framework for fast and accurate collision detection for haptic interaction. In IEEE Virtual Reality 1998.
....a list of triangles that have met both criteria for sending to the next stage. Note that this process could be improved vastly with an oriented bounding box for the model, or some other form of space subdivision, most effectively hierarchical subdivision as in an AABB or OBB tree or an octree[3, 2, 8, 5]. The proximity test between a point and a polygonal surface is best handled as a sequential test within a region culled using bounding boxes. However for a more realistic brush geometry a promimity package such as PQP [6] may be used. 3.9.2 Brush Function This function, used in blending in the ....
Arthur Gregory, Ming C. Lin, Stefan Gottschalk, and Russell Taylor. A framework for fast and accurate collision detection for haptic interaction. In IEEE Virtual Reality 1998 Conference Proceedings, 1998.
.... vdB99, Chu96] Algorithms for reducing the number of pairs to be tested have been presented by [CLMP95, BF79, PS90, YW93, Hub93] A system solving the dynamic pre fetching of objects and auxiliary data, if the complete environment does not fit in main memory, has been described by [WLML99] while [AGT99] have presented a collision detection system for haptic rendering. 3 The pipeline Collision detection can be regarded as a pipeline of successive filters. This concept is somewhat similar to the concept of a rendering pipeline ( AJ88, Bar97, MEP92] or visualization pipeline. The input of the ....
A. Gregroy, M. Lin, S. G., and Taylor, R. A framework for fast and accurate collision detection for haptic interaction. In Proceedings of IEEE Virtual Reality Conference, 1999.
....and V COLLIDE [13] These algorithms typically do not cover collision response. Baraff [2] provides a good discussion on physically based simulations with collision response but does not address integration with haptics in an industrial scale virtual environment with arbitrary geometry. Gregory [10] presents H COLLIDE, a fast point polymesh haptic exploration module. Johnson [15] has published results on point exploration of a NURBS surface. Both deal with point exploration and do not address 6DOF haptic rendering issues. There is also much activity in applied virtual assembly research. ....
A. Gregory, M. Lin, S. Gottschalk, R. Taylor. "A Framework for Fast and Accurate Collision Detection for Haptic Interaction". In Proceedings of the IEEE Virtual Reality (VR '99), Pg. 38-45, 1999.
....As opposed to rigid body motion, where the bounding volumes are fixed relative to the objects, the shapes of our bounding volumes follow the deformation of the object. We observe that recently proposed collision detection methods tend to apply more and more sophisticated bounding volumes [11] [1]. Since most of these algorithms are designed for rigid objects the bounding volumes can be calculated in a preprocess. As this is not possible for deformable objects, we decided to use most simple bounding volumes to keep the update overhead as small as possible. We eventually found that axis ....
S. G. Arthur Gregory, Ming C. Lin and R. Taylor. "A framework for fast and accurate collision detection for haptic interaction." In Proceedings of the IEEE Virtual Reality, 1998.
....devices is obtaining realistic force feedback in real time, which requires on line collision detection and penetration depth calculations. For complicated environments, force feedback delay is inevitable as update rates as high as 1000 times a second may be required to maintain a stable system [8]. Similar problems are encountered in teleoperation, in which methods to deal with visual image delay have received much attention. For example, Jagersand [16] proposes an image based extrapolation method for this problem. Several approaches have been proposed for rendering force feedback, e.g. ....
....teleoperation, in which methods to deal with visual image delay have received much attention. For example, Jagersand [16] proposes an image based extrapolation method for this problem. Several approaches have been proposed for rendering force feedback, e.g. approximate collision detection methods [5, 8, 10, 23], or separate processes for collision detection and servo loop updates [23] In our work, we employ techniques similar to these such as an extrapolation method for dealing with delay and separate processes for collision detection and servo loop updates. 3 Probabilistic Roadmap Methods The ....
[Article contains additional citation context not shown here]
A. Gregory, M.C. Lin, S. Gottschalk, and R. Taylor. A framework for fast and accurate collision detection for haptic interaction. In IEEE Virtual Reality Conference, pages 38--45, 1999.
....devices is obtaining realistic force feedback in real time, which requires on line collision detection and penetration depth calculations. For complicated environments, force feedback delay is inevitable as update rates as high as 1000 times a second may be required to maintain a stable system [8]. Similar problems are encountered in teleoperation, in which methods to deal with visual image delay have received much attention. For example, Jagersand [14] proposes an image based extrapolation method for this problem. Several approaches have been proposed for rending force feedback with ....
....Jagersand [14] proposes an image based extrapolation method for this problem. Several approaches have been proposed for rending force feedback with haptic interfaces, e.g. the magnitude and direction of the force if in collision, including approximate, augmented or new collision detection methods [5, 8, 10, 21], some for flexible objects [4] or separate processes for collision detection and servo loop updates [21] In our work, we employ techniques similar to these such as an extrapolation method for dealing with delay and separate processes for collision detection and servo loop updates. 3 ....
[Article contains additional citation context not shown here]
A. Gregory, M.C. Lin, S. Gottschalk, and R. Taylor. A framework for fast and accurate collision detection for haptic interaction. In IEEE Virtual Reality Conference, pages 38--45, 1999.
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A. Gregory, M. C. Lin, S. Gottschalk, and R. Taylor, "A framework for fast and accurate collision detection for haptic interaction," in IEEE Virtual Reality '99, 1999, pp. 38--45.
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A. Gregory, M. C. Lin, S. Gottschalk, and Russell Taylor.A framework for fast and accurate collision detection for haptic interaction. In Virtual Reality '99, pages38#45, Houston, TX, March 13-17 1999.
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A. Gregory, M.C. Lin, S. Gottschalk, and R. Taylor. A framework for fast and accurate collision detection for haptic interaction. In IEEE Virtual Reality Conference, pages 38-45, 1999.
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