专利汇可以提供Method and apparatus for generating and interfacing with rigid and deformable surfaces in a haptic virtual reality environment专利检索,专利查询,专利分析的服务。并且A method for haptically deforming a virtual surface within a haptic virtual environment is used to plastically deform the virtual surface of a virtual object by sensing a user's position in real space, determining a haptic interface location in the haptic environment based thereon, and determining whether the virtual surface collides with the haptic interface location. Upon detection of a collision above a threshold force, a visual representation of the virtual surface is plastically deformed and a corresponding force is calculated and fed back to the user. The virtual surface can be visco-elastically deformed.,下面是Method and apparatus for generating and interfacing with rigid and deformable surfaces in a haptic virtual reality environment专利的具体信息内容。
What is claimed is:1. A method for haptically deforming a virtual surface within a haptic virtual environment, comprising the steps of:generating a haptic interactive representation comprising a virtual deformable surface in a haptic interaction space, the virtual deformable surface comprising a triangular mesh;sensing a position of a user in real space;determining a haptic interface location in the haptic interaction space in response to the position of the user in real space; anddeforming the virtual surface in response to the haptic interface location.2. The method of claim 1 wherein the step of generating a haptic interactive representation further comprises the step of generating a haptic interactive representation comprising a virtual plastically deformable surface.3. The method of claim 1 wherein the step of generating a haptic interactive representation further comprises the step of generating a haptic interactive representation comprising a virtual visco-elastically deformable surface.4. The method of claim 1 wherein the step of generating a haptic interactive representation further comprises the step of generating a haptic interactive representation comprising a virtual visco-elastically and plastically deformable surface.5. The method of claim 1 wherein the step of deforming the virtual surface further comprises the steps of:determining whether the virtual surface collides with the haptic interface location; andif the virtual surface collides with the haptic interface location, performing the steps of:(i) calculating an interaction force between the virtual surface and the user; and(ii) if the calculated interaction force exceeds a predetermined threshold force, deforming the virtual surface.6. The method of claim 5 further comprising the step of calculating a force to be applied to the user in real space in response to the interaction force after the step of calculating the interaction force.7. The method of claim 1 wherein the triangular mesh has a predetermined density of vertices and wherein the step of deforming the virtual surface further comprises the step of updating the triangular mesh to maintain the predetermined density of vertices substantially constant.8. The method of claim 1 wherein the step of generating a haptic interactive representation further comprises the step of generating a virtual deformable surface comprising a single-layer triangular mesh.9. The method of claim 1 wherein the step of generating a haptic interactive representation further comprises the step of generating a three-dimensional virtual deformable surface.10. The method of claim 1 wherein the the step of determining the haptic interface location in the haptic interaction space comprises determining the haptic interface location in response to the position of the haptic interactive representation.11. The method of claim 1 wherein the step of generating the haptic interactive representation comprises generating a plurality of haptic interactive representations comprising a plurality of virtual deformable surfaces and the step of deforming the virtual surface comprises deforming at least one of the plurality of virtual deformable surfaces.12. The method of claim 1, whereinthe step of determining a haptic interface location further comprises determining a location of a virtual tool in response to the position of the user in real space and the position of the haptic interactive representation; andthe step of deforming tho virtual surface further comprises deforming the virtual surface in response to the virtual tool.13. A method for haptically deforming a virtual surface within a haptic virtual reality environment, comprising the steps of:generating a haptic interactive representation comprising a plastically deformable virtual surface in a haptic interaction space;sensing a position of a user in real space;determining a haptic interface location in the haptic interaction space in response to the position of the user in real space; andplastically deforming the plastically deformable virtual surface in response to the haptic interface location.14. The method of claim 13 wherein the step of generating a haptic interactive representation further comprises the step of generating a plastically deformable virtual surface comprising a single-layer triangular mesh.15. The method of claim 14 wherein the step of plastically deforming the virtual surface further comprises the step of adding triangles to the triangular mesh.16. The method of claim 13 wherein the step of generating a haptic interactive representation further comprises the step of generating a three-dimensional plastically deformable virtual surface.17. The method of claim 13 wherein the step of plastically deforming the plastically deformable virtual surface further comprises the steps of:determining whether the virtual surface collides with the haptic interface location; andif the virtual surface collides with the haptic interface location, performing the steps of:(i) calculating an interaction force between the virtual surface and the user; and(ii) if the calculated interaction force exceeds a predetermined threshold force, deforming the virtual surface.18. The method of claim 17 further comprising the step of calculating a force to be applied to the user in real space in response to the interaction force after the step of calculating an interaction force.19. A method for determining forces to be applied to a user through a haptic interface, comprising the steps of:generating a haptic interactive representation comprising a virtual surface in a haptic interaction space;sensing a position of a user in real space;determining a haptic interface location in the haptic interaction space in response to the position of the user in real space and the position of the haptic interactive representation;representing the haptic interface location as a sphere comprising a penetrable outer layer and a substantially rigid inner core; anddetermining a force to be applied to the user in real space in response to an intersection between the sphere and the virtual surface.20. A system for generating and interfacing with a virtual deformable surface in a virtual reality environment, comprising:a sensor for sensing a position of a user in real space;a haptic rendering processor in electrical communication with the sensor, the haptic rendering processor executing an algorithm to determine feedback forces to be applied to the user in real space, the algorithm comprising:a module generating a haptic interactive representation in a haptic interaction space comprising a virtual deformable surface comprising a triangular mesh;a module determining a haptic interface in the haptic interaction space;a module determining a haptic interface location in the haptic interaction space in response to the position of the user in real space and the position of the haptic interactive representation; anda module determining a force to be applied to the user in real space in response to the haptic interface location; anda surface interaction processor in electrical communication with the haptic rendering processor, the surface interaction processor determining deformations of the virtual surface.21. The system of claim 20 whereinthe haptic rendering processor determines whether the virtual surface collides with the haptic interface location and calculates an interaction force between the virtual surface and the user if the virtual surface collides with the haptic interface location;if the calculated interaction force exceeds a predetermined threshold force, the surface interaction processor deforms the virtual surface; andif the calculated interaction force does not exceed a predetermined threshold force, the surface interaction processor slides the haptic interface location across the virtual surface.22. The system of claim 21 wherein the haptic rendering processor calculates the force to be applied to the user in real space in response to the interaction force.23. The system of claim 20 wherein the haptic rendering processor and the surface interaction processor are a single processor.24. The system of claim 20 wherein the haptic interface is a virtual tool.25. The system of claim 20 wherein the algorithm further comprises a module generating a plurality of haptic interactive representations comprising a plurality of virtual surfaces, and the surface interaction processor determines at least one deformation of at least one of the plurality of virtual surfaces.26. A system for generating and interfacing with a virtual deformable surface in a virtual reality environment, comprising:a sensor for sensing a position of a user in real space;a haptic rendering processor in electrical communication with the sensor, the haptic rendering processor generating a haptic interaction space comprising a haptic interactive representation and a virtual tool, the haptic interactive representation comprising a virtual deformable surface comprising a triangular mesh wherein the haptic rendering processor determines (i) a virtual tool location in response to the position of the user in real space and the position of the haptic interactive representation and (ii) a force to be applied to the user in real space in response to the virtual tool location; anda surface interaction processor in electrical communication with the haptic rendering processor, the surface interaction processor determining deformations of the virtual surface in response to the virtual tool.27. The system of claim 26 whereinthe haptic rendering processor determines whether the virtual surface collides with the virtual tool and calculates an interaction force between the virtual surface and the user if the virtual surface collides with the virtual tool;if the calculated interaction force exceeds a predetermined threshold force, the surface interaction processor deforms the virtual surface; andif the calculated interaction force does not exceed a predetermined threshold force, the surface interaction processor slides the virtual tool across the virtual surface.28. The system of claim 26 wherein the haptic rendering processor calculates the force to be applied to the user in real space in response to the interaction force.29. The system of claim 26 wherein the haptic rendering processor and the surface interaction processor are a single processor.30. The system of claim 26 wherein the haptic rendering processor generates a plurality of haptic interactive representations comprising a plurality of virtual surfaces and the surface interaction processor determines at least one deformation of at least one of the plurality of virtual surfaces.31. A method for haptically deforming a virtual surface within a haptic virtual reality environment, comprising the steps of:generating a haptic interactive representation comprising a virtual surface in a haptic interaction space;determining a state of the virtual surface;sensing a position of a user in real space;determining a virtual tool for use by the user in the haptic interaction space;determining a haptic interface position in the haptic interaction space in response to the position of the user in real space;determining a position of the virtual tool in the haptic interaction space in comparison to the haptic interface position; andcalculating an interaction force between the virtual surface and the user in response to the step of determining the position of the virtual tool.32. The method of claim 31 wherein the step of determining the position of the virtual tool further comprises moving the position of the virtual tool to coincide with the haptic interface position.33. The method of claim 31 further comprising the step of determining an orientation of the virtual tool in the haptic interaction space, and wherein the step of calculating the interaction force between the virtual surface and the user further comprises calculating the interaction force in response to the step of determining the orientation of the virtual tool.34. The method of claim 31 wherein the step of determining the state of the virtual surface further comprises determining the state of the viral surface to be a rigid state and the step of determining a position of the virtual tool in haptic interaction-space further comprises sliding the virtual tool across the virtual surface.35. The method of claim 31 further comprising the steps ofdetermining whether the virtual surface collides with the vial tool; andif the virtual surface collides with the virtual tool, preventing any movement of the virtual tool into the virtual surface.36. The method of claim 35 further comprising the step of:if the calculated inaction force does not exceed a predetermined threshold force, treating the virtual surface as a rigid surface.37. The method of claim 35 further comprising the step of:if the calculated interaction force exceeds a predetermined threshold force, deforming the virtual surface.38. The method of claim 31 wherein the step of determining the state of the virtual surface further comprises the step of determining the state of the virtual surface to be a deformable state.39. The method of claim 38 further comprising the step of deforming the virtual surface in response to the virtual tool.40. The method of claim 39 wherein the step of deforming the virtual surface further comprises the steps ofdetermining whether the virtual surface collides with the virtual tool; andif the virtual surface collides with the virtual tool and the calculated interaction force exceeds a predetermined threshold force, deforming the virtual surface.41. The method of claim 39 wherein the step of deforming the virtual surface further comprises the step of plastically deforming the virtual surface in response to the virtual tool.42. The method of claim 39 wherein the virtual surface comprises a triangular mesh and the step of deforming the virtual surface further comprises the step of visco-elastically deforming the virtual surface in response to the virtual tool.43. The method of claim 39 wherein the virtual surface comprises a triangular mesh and the step of deforming the virtual surface further comprises the step of visco-elastically and plastically deforming the virtual surface in response to the virtual tool.44. A system for haptically deforming a virtual surface within a haptic virtual reality environment, comprising:a sensor for sensing a position of a user in real space;a haptic rendering processor in electrical communication with the sensor, the haptic rendering processor generating a haptic interaction space comprising a haptic interactive representation and a virtual tool, the haptic interactive representation comprising a virtual surface, wherein the haptic rendering processor determines (i) a haptic interface position in the haptic interaction space in response to the position of the user in real space, and (ii) a position of the virtual tool in the haptic interaction space in comparison to the haptic interface position; anda surface interaction processor in electrical communication with the haptic rendering processor, wherein the surface interaction processor determines a state of the virtual surface and the haptic rendering processor calculates an interaction force between the virtual surface and the user based on the position of the virtual tool and the state of the virtual surface.45. The system of claim 44 wherein the haptic rendering processor determines the position of the virtual tool by moving the position of the virtual tool to coincide with the haptic interface position.46. The system of claim 44 wherein the haptic rendering processor determines an orientation of the virtual tool in the haptic interaction space, and calculates the interaction force between the virtual surface and the user in response to the orientation of the virtual tool.47. The system of claim 44 wherein the surface interaction processor determines the state of the virtual surface to be a rigid state, and the haptic rendering processor slides the virtual tool across the virtual surface.48. The system of claim 44 wherein the haptic rendering processor determines whether the virtual surface collides with the virtual tool, and, if the virtual surface collides with the virtual tool, prevents any movement of the virtual tool into the virtual surface.49. The system of claim 48 wherein, if the calculated interaction force does not exceed a predetermined threshold force, the surface interaction processor determines the state of the virtual surface to be a rigid state.50. The system of claim 48 wherein, if the calculated interaction force exceeds a predetermined threshold force, the surface interaction processor deforms the virtual surface.51. The system of claim 44 wherein the surface interaction processor determines the state of the virtual surface to be a deformable state.52. The system of claim 51 wherein the surface interaction processor deforms the virtual surface in response to the virtual tool.53. The system of claim 52 wherein the haptic rendering processor determines whether the virtual surface collides with the virtual tool, and, if the virtual surface collides with the virtual tool and the calculated interaction force exceeds a predetermined threshold force, the surface interaction processor deforms the virtual surface.54. The system of claim 52 wherein the surface interaction processor plastically deforms the virtual surface in response to the virtual tool.55. The system of claim 52 wherein the virtual surface comprises a triangular mesh and wherein the surface interaction processor visco-elastically deforms the virtual surface in response to the virtual tool.56. The system of claim 52 wherein the virtual surface comprises a triangular mesh and wherein the surface interaction processor viscoelastically and plastically deforms the virtual surface in response to the virtual tool.57. The system of claim 44 wherein the haptic interactive representation is defined by a volumetric representation.58. The system of claim 44 wherein the haptic interactive representation comprises a triangular mesh.59. The system of claim 44 wherein the haptic interactive representation is defined by at least one implicit equation.60. The system of claim 44 wherein the virtual tool is defined by a volumetric representation.61. The system of claim 44 wherein the virtual tool is defined by at least one implicit equation.62. The system of claim 44 wherein the virtual tool comprises a triangular mesh.63. The system of claim 44 wherein the virtual tool is defined by a series of discrete points.
FIELD OF THE INVENTION
The invention relates generally to a method and apparatus for defining rigid, plastically deformable, and visco-elastically deformable surfaces in a haptic virtual realty environment and more specifically to a method and apparatus for haptically manipulating these surfaces within a virtual reality environment.
BACKGROUND OF THE INVENTION
Virtual Realty (VR) is an artificial environment constructed by a computer which permits the user to interact with that environment as if the user were actually immersed in the environment. Early VR devices permitted the user to see three dimensional (3D) depictions of an artificial environment and to move within that environment. Thus, a VR flight simulator incorporating such a device would allow a user to see a 3D view of the ground, which changed both as the virtual aircraft passed over the virtual ground and as the user's eyes looked in different directions. What the user saw in such a simulator is what a pilot would see when actually flying an aircraft.
The reality of the VR environment was enhanced by the ability of a user to manipulate virtual objects within the virtual environment using hand motions and gestures. Special gloves and devices were developed which permitted the user to interact with the virtual objects within the virtual environment. In such a system, the user typically saw an image of his or her hand within the virtual environment and was able to determine where in the virtual environment the user's hand was relative to the virtual object to be manipulated. Moving the glove or device resulted in a corresponding movement of the hand image in the virtual environment. Thus a user wearing the special gloves or using the special device would cause virtual objects to move, simply by moving the glove in such a way that the virtual object is touched by the image of the hand in the virtual environment.
The addition of force generators to the gloves or devices further enhanced the reality of VR by providing the user with a tactile response to interacting with virtual objects within the virtual environment. For example, a user moving such a force generation enhanced device in a direction such that the image of the device moved toward a virtual wall in the virtual environment, would experience a stopping force when the image of the device in the virtual environment collided with the virtual wall. Such tactile sensation creating systems, or haptic systems, thus provided a stimulus to another of the user's senses.
Although the early VR systems were oriented to providing realistic graphical interfaces, the progress in haptic VR systems has made it possible to define a haptic VR environment which may be completely independent of the graphical VR environment. As such, haptic VR environments may now be constructed which respond to manipulation by the user in the way that the early graphical VR environments responded to the visual actions of a user.
This ability to define a haptic VR space independently of a graphical, or other space, provides a greater degree of flexibility in the design and creation of such VR environments. The present invention seeks to further add to this flexibility.
SUMMARY OF THE INVENTION
Disclosed are methods for haptically deforming a virtual surface within a haptic virtual environment According to one embodiment of the invention, a haptic interactive representation including a virtual deformable surface is generated in a haptic interaction space. The virtual deformable surface may be represented by a mesh of polygons such as triangles. A position of a user in real space is sensed, for example using a haptic interface device. Next a haptic interface location is determined in the haptic interaction space in response to the position of the user in real space and a determination is made whether the virtual surface collides with the haptic interface location In the event the virtual surface does not collide with the haptic interface location, a first force is calculated and applied to the user in real space in response to this haptic interface location. The force may be nominally zero. Alternatively, if the virtual surface is determined to collide with the haptic interface location, an interaction force between the virtual surface and the user is calculated. In the event the calculated interaction force exceed a predetermined threshold force, the virtual surface is deformed and a force is calculated and applied to the user in real space in response to the interaction force.
In alternative embodiments, the step of generating a haptic interactive representation includes a virtual plastically deformable surface or a virtual visco-elastically deformable surface. According to the former method, the invention may be used to model permanently deformable surfaces in the development of industrial designs such as automobile body panels. According to the latter method, the invention may be used to model resilient compliant surfaces such as human body parts in the training of physicians and surgeons.
BRIEF DESCRIPTION OF THE DRAWINGS
This invention is pointed out with particularity in the appended claims. The above and further advantages of this invention may be better understood by referring to the following description taken in conjunction with the accompanying drawings, in which:
FIG. 1A
is a top level flowchart representation of one embodiment of a method for determining forces to be applied to a user through a haptic interface system;
FIG. 1B
is a flowchart of one embodiment of a method for generating a haptic interactive representation including a plastically deformable surface;
FIG. 1C
is an embodiment of a haptic interface system for enabling a user to generate and interface with a deformable surface in a haptic virtual reality environment;
FIG. 1D
is a schematic representation of a virtual object composed of a group of virtual surfaces for interaction with a user tool through a haptic interface;
FIG. 2
is a flowchart of one embodiment of a graphics process;
FIGS. 3A-3C
are a flowchart of one embodiment of a haptic rendering process;
FIG. 4
is a flowchart of one embodiment of a surface interaction process;
FIG. 5
is a flowchart of one embodiment of a method for finding a first penetrating vertex of a triangular mesh forming a virtual surface upon collision with a virtual tool;
FIGS. 6A-6C
are a flowchart of one embodiment of a method for determining the interaction of the virtual tool with the virtual surface when the tool mode is set to rigid interaction;
FIG. 7
is a flowchart of one embodiment of a process for backing the virtual tool out of the virtual surface;
FIG. 8
is a schematic representation of vectors calculated in the surface interaction process;
FIG. 9
is a flowchart of one embodiment of a method for determining the interaction of the virtual tool with the virtual surface when the tool mode is set to deform;
FIG. 10
is a flowchart of one embodiment of a method for determining all of the vertices of the virtual surface which penetrate the volume of the virtual tool;
FIG. 11A
is a flowchart of a method for moving a vertex of the virtual surface which penetrates the volume of the virtual tool to the surface of the virtual tool;
FIG. 11B
is a flowchart of another method for moving a vertex of the virtual surface which penetrates the volume of the vial tool to the surface of the virtual tool;
FIGS. 12A-12C
are a flowchart of a method for remeshing the virtual surface;
FIG. 12D
is a schematic representation of parent and child edges of abutting triangles;
FIG. 13A
is a schematic representation of three types of triangles;
FIG. 13B
is a listing of pseudocode for one embodiment of a method for classifying the triangles depicted in
FIG. 13A
;
FIG. 14A
is a listing of pseudocode for one embodiment of a method for subdividing a triangle one way;
FIGS. 14B-14G
are schematic representations of triangles being subdivided one way;
FIG. 15A
is a listing of pseudocode for one embodiment of a method for subdividing a triangle three ways;
FIGS. 15B-15D
are schematic representations of triangles being subdivided three ways;
FIG. 16
is a flowchart of another embodiment of a method for generating a haptic interactive representation including a visco-elastically deformable surface;
FIG. 17
is a flowchart of another embodiment of a graphics process for a visco-elastically deformable surface;
FIGS. 18A-18B
are a flowchart of a haptic interaction process for a viscoelastically deformable surface;
FIG. 19
is a flowchart of another embodiment of a method for determining all of the vertices of the virtual surface which penetrate the volume of the virtual tool;
FIG. 20
is a flowchart of an embodiment of a method for determining if each vertex within a binary spatial partitioning (BSP) tree and within a bounding sphere around the virtual tool collides with the virtual tool;
FIG. 21
is a schematic representation of the virtual tool modeled as a sphere with a penetrable outer core and a rigid inner core.
FIG. 22
is a flowchart of an embodiment of a method for adding a vertex to a list of vertices to be updated;
FIG. 23
is a flowchart of an embodiment of a method for updating the state of the virtual surface mesh,
FIGS. 24A-24B
are a flowchart of an embodiment of a method for calculating the forces on a vertex due to the spring/dashpots incident on the vertex;
FIG. 25
is a flowchart of a method for updating the state of the vertices;
FIG. 26
is a flowchart of a method for calculating the force to be applied to a user;
FIGS. 27A-27B
depict graphical representations of a virtual object in the form of a cube and an ellipsoidal virtual tool prior to and after plastic deformation of the cube; and
FIGS. 28A-28B
depict graphical representations of a virtual object in the form of a human heart and a spherical virtual tool prior to and during visco-elastic deformation of the heart.
Like reference characters in the respective drawn figures indicate corresponding elements.
DETAILED DESCRIPTION OF THE INVENTION
In brief overview, the flowchart of
FIG. 1A
shows the general steps performed by one embodiment of the method of the present invention for determining the forces to be applied to a user through a haptic interface system. Haptic interface systems include a haptic interface device and a haptic rendering process which generates a model of the environment to be “touched” and determines the forces to be applied to the user. A haptic interface device is a tactile or force-feedback device which provides the touch sensations of interacting with virtual objects. Known haptic interface devices consist of an electromechanical linkage which can exert a controllable force on a user's hand. As used herein, “haptic rendering” is defined as the creation of a virtual environment with which a user can interact through the sense of touch. “Haptic rendering process” refers to the computer application which generates the virtual environment and determines the forces to be applied to a user through a haptic interface. The haptic rendering process generates representations of real world objects in the virtual environment. The model of the environment is a computer generated representation of the real world environment. The haptic rendering process determines the forces to be applied to the user based on the model environment.
In step
1
, the haptic rendering process generates a haptic interactive representation which includes a representation of a real world object. As used herein, a “haptic interactive representation” is defined as a computer generated virtual environment which can be explored by a user through the sense of touch. As used herein, “virtual object” is defined as the representation of a real world object in the haptic interactive representation. In the embodiment illustrated by the flowchart in
FIG. 1A
, the haptic interactive representation contains only one virtual object. The haptic interactive representation may contain more than one object.
In step
2
, sensors of the haptic interface system sense the position of the user in real space. As used herein, “real space” is defined as the real world environment. In step
3
, the haptic rendering application utilizes the information obtained by the sensors to determine the haptic interface in the virtual environment. As used herein, “haptic interaction space” is defined as the region in the computer generated virtual environment with which the user can interact through the sense of touch. The haptic interaction space defines the boundaries of the haptic interactive representation with which the user can interact. The location of the haptic interface describes the position of the user in the haptic interaction space. In step
4
the haptic rendering application calculates the force to be applied to the user in real space in response to the haptic interface location. In this step, the haptic rendering application determines whether the virtual object collides with the haptic interface location. A virtual object “collides” with the haptic interface location if the surface of the virtual object is in contact with the haptic interface location or if the virtual object encompasses the haptic interface location. If the haptic interface location collides with the virtual object, the properties of the virtual object along with the ambient properties of the haptic interaction space affect the force calculation. If the haptic interface location does not collide with the virtual object, the ambient properties of the haptic interaction space affect the force calculation. After the haptic rendering application has calculated the force to be applied to the user, in step
5
this force may be generated and applied to a user in real space through a haptic interface device. After the force has been applied to the user, the haptic rendering application repeats steps
2
,
3
,
4
, and
5
for the duration of time that the user interacts with the haptic interactive representation.
The flowchart of
FIG. 1B
shows the steps performed by one embodiment of the method of the present invention for generating a haptic interactive representation including a deformable surface and enabling a user to haptically interact with and deform the deformable surface. As described above, virtual reality (VR) environments may include both a graphical VR environment and a haptic VR environment. The VR environment created by the embodiment illustrated by the flowchart in
FIG. 1B
provides both graphical and haptic feedback to a user. In other embodiments, the method may only provide haptic feedback to the user.
Classifications of deformable surfaces include plastically deformable surfaces and visco-elastically deformable surfaces. A plastically deformable surface retains the deformed shape after being deformed. A visco-elastically deformable surface may return partially or entirely to its original shape after being deformed. Additionally, a type of visco-elastically deformable surface termed an elastically deformable surface exhibits the resilience of a visco-elastically deformable surface but none of the damping thereof. In the embodiments described below, the viral plastically-deformable surfaces and the virtual visco-elastically deformable surfaces are composed of a triangular mesh. In other embodiments, the virtual surfaces may be composed of other polygonal meshes or may be defined by algebraic equations. In general, the virtual surfaces may be combines to form a virtual object having a volume. Also, in the embodiments described below, the user interacts with the virtual surfaces in the virtual environment through a volume referred to as a tool. The user may select any volume shape for the tool. The shape of the volume or tool determines how the virtual surface is deformed. The tool may be represented as a series of discrete points in vial space which form the volumetric shape of the tool.
FIG. 1D
shows an example of a virtual surface
32
and a “tool”
56
. The tool represents the user in the virtual world.
In the embodiment illustrated by the flowchart in
FIG. 1B
, the steps are performed by application software running on a computer. The application software includes a haptic rendering process, a graphics process and a surface interaction process. These three processes run simultaneously on the computer. The graphics process generates a visual display of the VR environment to the user and updates the locations of the virtual objects on a display. In one embodiment, the haptic rendering process is a computer application which generates the virtual environment and determines the forces to be applied to a user through a haptic interface. The haptic rendering process generates representations of real world objects in the virtual environment. The surface interaction process determines if the user collides with a deformable surface within the haptic interactive representation and determines how the surface should be deformed, if at all.
FIG. 1C
shows an embodiment of a haptic interface system for enabling a user
10
to generate and interface with a deformable surface in a haptic virtual reality environment. The apparatus includes a haptic interface device
12
, application software
14
running on a computer and a display
16
. As described above, a haptic interface device is a tactile or force-feedback device used by a user which provides the touch sensations of interacting with virtual objects. Known haptic interface devices consist of an electro-mechanical linkage which can exert a controllable force on a user's hand. One haptic interface device which may be used with the method of the present invention is the haptic interface device described in U.S. Pat. Nos. 5,587,937 and 5,625,576, which are incorporated herein by reference. The application software
14
includes a graphics process
18
, a haptic rendering process
20
and a surface interaction process
22
described above. The application software
14
may also include an audio process
24
for driving a speaker
26
. The haptic interface device
12
includes a sensor for sensing the position of the user
10
in real space and a force actuator for applying forces to the user
10
in real space. In other embodiments, the graphics process, the haptic rendering process, the surface interaction process, and the audio process are executed by different processors executing algorithms representing these processes.
The haptic rendering process
20
is in communication with the haptic interface device
12
. The haptic rendering process
20
executes an algorithm to generate a haptic interactive representation and determine the forces to be applied to the user
10
in real space. In one embodiment, the algorithm includes a module generating a haptic interactive representation, a module determining the user's haptic interface location in haptic interaction space, and a module calculating a force to be applied to the user in real space. The module determining the user's haptic interface in haptic interaction space translates the position of the user in real space into a position in haptic interaction space. The module calculating a force to be applied to the user determines whether the user's haptic interface location collides with any of the virtual objects. If the user's haptic interface location does not collide with any virtual objects, then this module calculates a force to be applied to the user in response to the user's haptic interface location. If the user's haptic interface location does collide with at least one virtual object then this module calculates a force to be applied to the user in response to the collision with the virtual objects. The haptic interface device
12
produces the force calculated by the haptic rendering process
20
and applies the calculated force to the user
10
.
The graphics process
18
is in communication with the haptic rendering process
20
and the surface interaction process
22
. The graphics process
18
displays the representation of the virtual object created by the haptic rendering process on a display
16
. The display
16
may be a computer screen, television screen, or any other device known in the art for displaying images of objects. In one embodiment, the apparatus also includes the audio process
24
and the speaker
26
. The audio process
24
is in communication with the haptic rendering process
20
. The audio process
24
produces audio sounds in response to the interactions of the virtual objects and the user in the virtual environment. The speaker
26
is in electrical communication with the audio process
24
. The speaker
26
outputs the sounds produced by the audio process
24
.
In one embodiment, the haptic rendering process
20
, the surface interaction process
22
, the graphics process
18
and the audio process
24
are executed by different processors. In another embodiment, the haptic rendering processor
20
, the display processor
18
and the audio processor
24
are executed by the same processor. In yet another embodiment, the module generating a haptic interactive representation, the module determining the user's haptic interface location in haptic interaction space, and the module calculating a force to be applied to the user in real space are separate devices.
Referring again to
FIG. 1B
, in step
28
, the application software initializes the graphics process and the haptic rendering process. In step
30
, the application software either creates a new virtual surface or loads a virtual surface for interaction with a user. As used herein, “virtual surface” is defined as the representation of a real world surface in the haptic interactive representation. The haptic interactive representation may contain only one virtual surface or a plurality of virtual surfaces. The virtual surfaces may be combined to form virtual objects. A “virtual object” is defined as the representation of a real world object in the haptic interactive representation.
FIG. 1D
shows an example of a virtual object
32
composed of a group of virtual surfaces for interaction with a user through a haptic interface. The virtual object
32
is a cube. In other embodiments, other virtual objects or virtual surfaces may be used.
After the initial virtual surface, i.e. virtual object
32
, is loaded, the application software initiates the graphics process, haptic rendering process and surface interaction process (step
34
). The graphics process, haptic rendering process and surface interaction process will be described in more detail below. Next, the application software proceeds to step
36
. The application software repeats steps
36
,
37
,
38
and
39
until the user requests to quit the application. In step
37
, the application software waits for an input by the user. Once the application software receives an input from the user, the application software proceeds to step
38
and performs the appropriate action based on the type of operation the user selected. Step
38
illustrates certain operations that the user may select. In other embodiments, the user may have less or more options from which to select. The operations the user may select in the embodiment illustrated in
FIG. 1B
include: save the existing surface to a file (step
40
), quit the application (step
42
), select a tool for interacting with the virtual surface (step
44
), scale the size of the selected tool (step
46
), select the mode of the tool (step
48
), select the deform mode of the virtual surface (step
50
), and rotate, scale or translate the virtual surface (step
52
). Each of these options will be described in more detail below.
One of the options the user may select is to save the surface to a file (step
40
). In this step, the application software saves the current shape of the virtual object
32
to a file. A second option the user may select is to quit the application (step
42
). If the user selects this option, the application software proceeds through step
39
to step
54
and stops the graphics process, haptic rendering process and surface interaction process. Another option the user may select is to select the tool for interacting with the virtual surface (step
44
). A user selects this option to determine the shape of the virtual object that will represent the user in the haptic interactive representation. For example, in the embodiment shown in
FIG. 1D
, the user is represented by a virtual sphere
56
. The user's motions in real space will be followed by the sphere's motions in virtual space. The user can select any shape to interact with the virtual surface. For example, the user may select that the tool be represented by a virtual cube or a virtual toroid. The user may change the tool which represents the user at any time while the application software is running.
The user may also select to scale the size of the selected tool (step
46
). The user may scale the tool uniformly so that all the dimensions of the tool scale at the same rate. The user may also scale the tool non-uniformly such that different dimensions scale at different rates. For example, in the embodiment shown in
FIG. 1D
, the user may select to scale the virtual sphere
56
uniformly such that the virtual sphere
56
increases in diameter. Alternatively, the user may select to scale the virtual sphere
56
non-uniformly such that the virtual sphere
56
increases only in the x-direction and becomes oblong-shaped or ellipsoidal. The user may scale the size of the selected tool (step
46
) at any time while the software application is running.
The user may further select the mode of the tool (step
48
). Each virtual tool
56
has three modes: rigid, deform, and no interaction. If the user selects rigid mode, the virtual tool
56
will interact with the virtual object
32
as a solid surface and will not deform any of the surfaces of the virtual object
32
. If the user selects deform mode, the virtual tool
56
may be able to deform surfaces of the virtual object
32
, depending on the characteristics of the surfaces of the virtual object
32
. Finally, if the user selects the no interaction mode, the virtual tool
56
will not interact with the virtual object
32
, but will simply pass through the virtual object
32
upon collision with the virtual object
32
.
In addition the user may select the deform mode of the virtual surface (step
50
). Each virtual surface has two deform modes: user input mode and force threshold mode. If the user selects the user input mode, the deformability of the virtual surface is determined by a user input. In this mode, the user must make an explicit action to change the state of the surface from non-deformable to deformable. For example, the user may press a switch on the haptic interface device, press a predetermined key on a keyboard which interfaces with the application software, input a voice command or perform any other explicit input action to change the state of a surface from non-deformable to deformable. If the user selects the force threshold mode, the virtual surface will not deform until the force that the user is applying to the virtual surface through the haptic interface device exceeds a predetermined threshold.
Finally, the user may select to rotate, scale or translate the virtual surface (step
52
). For example, the user may select to rotate, translate or scale the size of the virtual cube
32
. As described above in other embodiments, the user may have more, less or different options.
The application software repeats steps
36
,
37
,
38
and
39
until the user selects the quit option (step
42
). As described above, once the user selects the quit option (step
42
), the application software proceed through step
39
to step
54
and stops the graphics process, the haptic rendering process and the surface interaction process. The application software then proceeds to step
55
and exits.
In more detail and referring to
FIG. 2
, a flowchart illustrates a more detailed sequence of steps performed by the graphics process
18
in one embodiment of the present invention to display to the user the interaction of the user with virtual objects in the haptic interactive representation. The graphics process
18
draws a representation of the virtual surface (step
58
) and a representation of the tool representing the user (step
60
). For example, the graphics process repeatedly draws a representation of the virtual cube
32
and virtual sphere
56
and displays these representations to a user on a display. To draw the representations of the virtual surface and virtual tool, the graphics process determines the current position, orientation, and shape of the virtual surface and virtual tool. Implicit surfaces may be used, for example, a sphere primitive from a conventional graphics library as known by those skilled in the art The graphics process repeats these steps until the application software stops the graphics process (step
54
above). In one embodiment, the graphics process repeats these steps at a rate of 30 Hz. In other embodiments, the graphics process may repeat these steps at faster or slower rates.
In more detail and referring to
FIGS. 3A
,
3
B and
3
C, a flowchart illustrates a more detailed sequence of steps performed by the haptic rendering process
20
in one embodiment of the present invention to determine the force to be applied to the user through a haptic interface device
12
. In step
62
, sensors of the haptic interface system sense the position of the user in real space. As used herein, “real space” is defined as the real world environment. The haptic rendering application utilizes the information obtained by the sensors to determine the haptic interface in haptic interaction space. As used herein, “haptic interaction space” is defined as the region in the computer generated virtual environment with which the user can interact through the sense of touch. The haptic interaction space defines the boundaries of the haptic interactive representation with which the user can interact. As used herein, a “haptic interface” (HI) is defined as the location and orientation of the physical haptic interface device as sensed by the encoders of the VR system translated into the haptic interaction space. The location of the haptic interface describes the position of the user in the haptic interaction space.
Next, in step
64
, the haptic rendering process sets the direction of the virtual tool (tool
direction
), i.e. virtual sphere
56
, equal to the displacement between the position of the haptic interface (HI
position
) and the current tool position (tool
position
). The vector tool direction is a vector which points in the direction that the virtual tool needs to move in order to correspond with the current position of the haptic interface. In step
66
, the haptic rendering application determines the mode the user has selected for the tool. As described above, the tool has three possible modes: rigid, deform, and no interaction. If the user has selected the no interaction mode, the haptic process proceeds to step
68
. As described above, when the user selects the no interaction mode, the virtual tool does not interact with the vital surface. If the virtual tool “collides” with the virtual surface, the virtual tool simply passes through the vial surface. In step
68
, the haptic process sets the position of the virtual tool (tool
position
) equal to the position of the haptic interface (HI
position
) and the orientation of the virtual tool (tool
orientation
) equal to the orientation of the haptic interface (HI
orientation
). As the virtual tool will not interact with the virtual surface, the force (HI
force
) applied to the user through the haptic interface device will be set to a default value (step
70
). In one embodiment, the default value is zero Newtons. In other embodiments, the default value may be set to another value to simulate a force being applied to the user by the virtual environment such as gravity or another ambient condition. Once the haptic process has calculated the force to be applied to the user, the haptic process sends the calculated force (HI
force
) to the haptic interface device (step
72
). The haptic interface device then applies the calculated force to the user.
If the user has selected the deform or rigid mode, the haptic process proceeds to step
74
. As described above, if the user selects rigid mode, the virtual tool will interact with the virtual object as a solid surface and will not deform any of the surfaces of the virtual object. If the user selects deform mode, the virtual tool may be able to deform surfaces of the virtual object, depending on the characteristics of the surfaces of the virtual object. In step
74
the haptic process determines the deform mode of the virtual surface. As described above, each virtual surface has two deform modes: user input mode and force threshold mode. If the user selects the user input mode, the deformability of the virtual surface is determined by a user input. In this mode, the user makes an explicit action to change the state of the surface from non-deformable to deformable. For example, the user may press a switch on the haptic interface device, press a predetermined key on a keyboard which interfaces with the application software, input a voice command or perform any other explicit input action to change the state of a surface from nondeformable to deformable. If the user selects the force threshold mode, the virtual surface will not deform until the force that the user is applying to the virtual surface through the haptic interface device exceeds a predetermined threshold.
If the user has selected the user input mode, the haptic process proceeds to step
76
. In step
76
, the haptic process determines if the user has input the appropriate command that specifies that the tool is to deform the surface. For example, if the command is a key sequence on the keyboard, the haptic process determines if the user has input the key sequence; if the input is to press a switch on the haptic interface device, the haptic process determines if the user has pressed the switch. If the user has not input the appropriate command, the haptic process sets the mode of the virtual tool to rigid and the virtual tool will not deform the virtual surface, but will interact with the virtual surface as though the virtual surface is solid (step
78
). In step
80
, the haptic process sets the anchor position (anchor
position
) equal to the position of the virtual tool (tool
position
). The anchor position is used by the haptic process to calculate the force applied to the tool due to a collision with the virtual object. The anchor position may be defined as any fixed point from which a change in position may be used to calculate a spring force and from which a velocity may be used to calculate a damping force, as will be discussed in greater detail below. In step
82
, the haptic process calculates the tool interaction force (TIF
force
) using the anchor position (anchor
position
) and the state of the haptic interface device. In one embodiment, the haptic rendering process uses Hooke's law to calculate the tool interaction force as illustrated by equation (1) below, in which SPRING_CONSTANT is the stiffness of the virtual surface and HI
position
is the position of the haptic interface.
TIF
force
=SPRING_CONSTANT(anchor
position
−HI
position
) (1)
Once the tool interaction force (TIF
force
) has been calculated, the haptic process sets the force to be applied by the user by the haptic interface device (HID
force
) equal to the tool interaction force (TIF
force
) (step
84
). Finally, the force to be applied to the user by the haptic interface device (HID
force
) is sent to the haptic interface device and is applied to the user (step
72
).
Referring again to step
76
, if the user has selected the user input mode as the tool mode, and has also input the appropriate command to cause the virtual tool to be in deform mode, the haptic process proceeds to step
86
. In step
86
, the haptic process determines if the amount that the virtual tool must move to intersect with the position of the haptic interface is greater than a predetermined stepsize (STEPSIZE) according to equation (2) below.
|tool
position
−HI
position
|<STEPSIZE (2)
In one embodiment, the predetermined stepsize is about 0.25 mm. The stepsize may be selected to have a value small enough that it is not haptically perceivable and there will be no change in force detected for minor errors in calculation.
If the magnitude of the difference in position between the tool position tool
position
) and the haptic interface position (HI
position
) is less than the predetermined stepsize, the haptic process sets the current step size equal to the magnitude of the difference in position between the tool position (tool
position
) and the haptic interface position (HI
position
) (step
88
). If the magnitude is greater than the predetermined stepsize, the haptic process sets the current step size equal to the predetermined step size (step
90
). The purpose of steps
86
,
88
, and
90
is to ensure that the tool does not move more than a predetermined amount during any cycle to ensure that substantially all collisions are detected.
Once the size of the step that the virtual tool may take is set (currentStepSize) either in step
88
or step
90
, the haptic process sets the mode of the virtual tool to deform and allows the tool to deform the virtual surface when the tool collides with the virtual surface (step
92
). As the haptic process interacts with the surface process communicating where the virtual tool is being directed, the surface process checks for any collisions with the virtual surface and communicates with the haptic process in the event of a collision. Next the haptic process calculates the next position (P
deformation
) that the tool will move to according to equation (3) below in which tool
position
represents the current tool position, currentStepSize represents the magnitude of the distance the virtual tool may move, and tool
direction
represents a unit vector in the direction that the virtual tool must move to intersect the haptic interface (step
94
). The calculation of the vector tool
direction
was described above in the discussion of step
64
.
P
deformation
=tool
position
+currentStepSize*tool
direction
(3)
In steps
96
and
98
, the haptic process sets the anchor position equal to the next position that the virtual tool will move to (P
deformation
) and calculates the tool interaction force using the anchor position and the state of the haptic interface device according to equation (1) above. Once the tool interaction force (TIF
force
) has been calculated, the haptic process sets the force to be applied by the user by the haptic interface device (HID
force
) equal to the tool interaction force (TIF
force
) (step
100
). Finally, the force to be applied to the user by the haptic interface device (HID
force
) is sent to the haptic interface device and is applied to the user (step
72
).
Referring again to step
74
in
FIG. 3A
, if the user selects the tool mode to be the force threshold mode, the haptic process proceeds to steps
102
and
104
. As described above, if the user selects the force threshold mode, the virtual surface will not deform until the force that the user is applying to the virtual surface through the haptic interface device exceeds a predetermined threshold. In steps
102
and
104
, the haptic process sets the anchor position equal to the position of the virtual tool (tool
position
) and calculates the tool interaction force using the anchor position and the state of the haptic interface device according to equation (1) above.
In step
106
the haptic process determines if the surface interaction process has signaled that it is ready to receive a new position for the tool to move to and deform the virtual surface. If the surface interaction process is not ready, the mode of the virtual tool is set to rigid (step
108
) and the haptic process sets the force to be applied by the user by the haptic interface device (HID
force
) equal to the tool interaction force (TIF
force
) previously calculated (step
110
). In step
110
, the tool interaction force (TIF
force
) is based on the previous position the virtual tool was to move to. Finally, the force to be applied to the user by the haptic interface device (HID
force
) is sent to the haptic interface device and is applied to the user (step
72
).
If the surface interaction process is ready to receive a new position for the tool (P
deformation
) in step
106
, the haptic process determines if the forces applied by the haptic interface device is greater than the predetermined threshold force for deforming the virtual object (step
112
). In one embodiment, the predetermined threshold force may be set at about two Newtons; however, the threshold force may be set as low as zero or as high as six Newtons or higher, as desired. If the haptic interface device has not exceeded the threshold force, the virtual surface remains rigid and the haptic process sets the next position for the virtual tool to be in (P
deformation
) equal to the current position of the tool (tool
position
) (step
114
) and proceeds through steps
108
,
110
and
72
as described above.
If the haptic interface device has exceed the threshold force, the virtual surface may be deformed and the haptic process calculates the next position (P
deformation
) in step
116
that the tool will move to according to equation (3) described above. In steps
118
and
120
, the haptic process sets the anchor position equal to the next position that the virtual tool will move to (P
deformation
) and calculates the tool interaction force using the anchor position and the state of the haptic interface device according to equation (1) above. The haptic process next checks if the tool interaction force is less than the force threshold for deforming the virtual surface (step
122
). If the tool interaction force is greater than the force threshold, the haptic process sets the tool mode to deform and allows the virtual tool to deform the virtual surface further (step
124
). The haptic process also sets the force to be applied to the user through the haptic interface device equal to the tool interaction force (step
110
) and sends this force to the haptic interface device to be applied to the user (step
72
).
If the tool interaction force (TIF
force
) is greater than the force threshold for deforming the virtual surface in step
122
, the haptic process sets the mode of the virtual tool to deform and allows the virtual surface to be deformed further (step
126
). The haptic process also determines the next position (P
deformation
) toward which the virtual tool will move. P
deformation
is set such that the tool interaction force to be applied to the user is equal to the force threshold for deforming the virtual surface (step
128
). In one embodiment, the haptic process calculates P
deformation
according to equation (4) below in which P
deformation
represents the next position to which the tool will move, HI
position
represents the position of the haptic interface, DEFORM
force
—
threshold
represents the threshold force for the virtual surface to deform, tool
spring
—
constant
represents the stiffness of the virtual tool and tool
position
represents the position of the virtual tool.
P
deformation
=HI
position
−(DEFORM
force
—
threshold
/tool
spring
—
constant
)*(HI
position
−tool
position
) (4)
Next, the haptic process sets the force to be applied to the user (HID
force
) equal to the threshold force for deforming the virtual surface (step
130
) and sends this force to the haptic interface device to be applied to the user (step
72
).
After the force to be applied to the user (HID
force
) has been sent to the haptic interface device, the haptic process proceeds to step
132
and repeats the entire process outlined by the flowchart in
FIGS. 3A
,
3
B and
3
C. In one embodiment, the haptic process repeats the process at a rate of 1 KHz.
In more detail and referring to
FIG. 4
, a flowchart illustrates a more detailed sequence of steps performed by the surface interaction process
22
in one embodiment of the present invention to deform the virtual surface in response to interactions with the virtual tool. Before the surface interaction process attempts to move the position of virtual tool, the surface interaction process will obtain the current orientation of the haptic interface device from the haptic process described above and will attempt to orient the virtual tool toward the same orientation as the haptic interface device (step
134
). After orienting the virtual tool in the same orientation as the haptic interface device, the surface interaction process searches for the first vertex (V
i
) of the virtual surface that penetrates the volume of the virtual tool (step
136
). An embodiment of a method for determining the first vertex which penetrates the volume of the virtual tool will be described in detail below in the discussion of FIG.
5
. The surface interaction process will check the vertices of the virtual surface until a penetrating vertex is found. Once a single penetrating vertex is found, the surface interaction process will proceed to step
138
and will not check all of the vertices composing the virtual surface. The surface interaction process will also proceed to step
138
once it checks all the vertices of the virtual surface and does not locate a penetrating vertex.
In step
138
the surface interaction process determines if a penetrating vertex V
i
was located. If the surface interaction process locates a penetrating vertex V
i
, the surface interaction process sets the current orientation of the virtual tool (tool
orientation
) to the orientation of the tool during the previous cycle (step
140
). The surface interaction process then determines the mode of the virtual tool which was set by the haptics process
20
described above in the discussion of
FIGS. 3A
,
3
B, and
3
C (step
142
). If the mode of the virtual tool is set to no interaction, the surface interaction process sets the position of the virtual tool (tool
position
) equal to the position of the haptic interface (HI
position
) and the orientation of the virtual tool (tool
orientation
) equal to the orientation of the haptic interface device ((HI
orientation
) (step
144
). The surface interaction process then repeats steps
134
,
136
,
140
, and
142
.
If the mode of the virtual tool is set to rigid, the surface interaction process proceeds to step
148
and determines the interaction of the virtual tool with a rigid surface. The rigid interaction will be discussed below in the discussion of
FIGS. 6A
,
6
B, and
6
C. After the surface interaction process determines the rigid interaction, it repeats steps
134
,
136
,
140
, and
142
.
If the mode of the virtual tool is set to deform, the surface interaction process proceeds to step
150
and determines the deformation tool interaction. In this step, the surface interaction process determines how the virtual tool interacts with and deforms the virtual surface. An embodiment of a method for determining the interaction and deformation of the virtual surface will be described below in the discussion of FIG.
9
. Next, in step
152
, the surface interaction software remeshes the virtual surface as necessary. An embodiment of a method for remeshing the virtual surface will be described below in the discussion of
FIGS. 12A
,
12
B,
12
C, and
12
D. After the surface interaction process has remeshed the virtual surface, it repeats steps
134
,
136
,
140
and
142
(step
146
).
In more detail and referring to
FIG. 5
, a flowchart illustrates a more detailed sequence of steps performed by the surface interaction process in one embodiment of the present invention to find the first vertex of a triangular mesh forming the virtual surface. In one embodiment, the surface interaction process creates a binary spatial partitioning (BSP) tree which holds the vertices of the triangular mesh forming the virtual surface. Other spatial partitionings may be used to hold the vertices such as an octree or quadtree as known by those skilled in the art.
The surface interaction process also creates a bounding sphere around the virtual tool. The bounding sphere is the smallest sphere in which the virtual tool may be disposed. In step
154
, the surface interaction process interacts the bounding sphere surrounding the tool the with BSP tree. The surface interaction process then checks each vertex of the virtual surface which is in the BSP tree and within the bounding sphere to determine if the vertex is also within the volume of the virtual tool (repeat loop including steps
156
,
158
,
160
). In one embodiment of the method of the present invention, the volume of the virtual tool is defined by an implicit equation. In an alternative embodiment, the virtual surfaces or the virtual object may be defined by one or more implicit equations and the virtual tool may be defined as a polygonal mesh.
To determine if the vertex of the virtual surface is within the volume of the virtual tool, the implicit equation is evaluated for the coordinate of the vertex. If the solution to the equation is less than zero, the vertex is within the tool volume. If the solution to the equation is greater than zero, the vertex is outside the tool volume. Other embodiments may use a voxel approach. Once the surface interaction process finds a vertex V
i
within the volume of the tool, the surface interaction process exits the repeat loop and proceeds to step
162
and is done. The surface interaction process saves the penetrating vertex as V
i
. The surface interaction process then uses the V
i
penetrating the volume of the virtual tool as described above in the discussion of FIG.
4
.
If the surface interaction process checks all of the vertices within the bounding sphere and within the BSP tree and does not locate a vertex within the volume of the tool, the surface interaction process begins checking the vertices not located in the BSP tree to determine if they are located within the volume of the virtual tool (steps
164
,
166
,
168
). The surface interaction process continues checking vertices until it finds a vertex located within the volume of the tool. Once the surface interaction process locates a vertex within the volume of the tool, it proceeds to step
162
. The surface interaction process then uses the V
i
penetrating the volume of the virtual tool as described above in the discussion of FIG.
4
.
FIGS. 6A
,
6
B, and
6
C illustrate one embodiment of a method of the present invention for determining the interaction of the virtual tool with the virtual surface when the tool mode is set to rigid interaction as in step
148
of
FIG. 4
described above. In this embodiment, when the virtual tool collides with the virtual surface, the tool is not allowed to penetrate or deform the virtual surface. The virtual tool is only allowed to slide across the surface. In step
170
, the surface interaction process sets the direction of the virtual tool (tool
direction
), i.e. virtual sphere
56
, equal to the displacement between the position of the haptic interface (HI
position
) and the current tool position tool
position
). In step
172
, the haptic process determines if the amount that the virtual tool must move to intersect with the position of the haptic interface is greater than a predetermined stepsize (STEPSIZE) according to equation (5) below.
|tool
position
−HI
position
|<STEPSIZE (5)
In one embodiment, the predetermined stepsize is 0.25 mm. If the magnitude of the difference in position between the tool position (tool
position
) and the haptic interface position (HI
position
) is less than the predetermined stepsize, the haptic process sets the current step size equal to the magnitude of the difference in position between the tool position (tool
position
) and the haptic interface position (HI
position
) (step
174
). If the magnitude is greater than the predetermined stepsize, the haptic process sets the current step size equal to the predetermined step size (step
176
). The purpose of steps
172
,
174
,
176
is to ensure that the tool does not move more than a predetermined amount during any cycle.
Next the surface interaction process determines the updated position of the virtual tool (tool
updated
—
position
) according to equation (6) below in which tool
position
represents the current tool position, currentStepSize represents the magnitude of the distance the virtual tool may move, and tool
direction
represents a unit vector in the direction that the virtual tool must move to intersect the haptic interface (step
178
). The calculation of the vector tool
direction
was described above in the discussion of step
170
.
tool
updated
—
position
=tool
position
+currentStepSize*tool
direction
(6)
Next, in step
180
, the surface interaction process attempts to find a vertex (V
i
) of the triangular mesh forming the virtual surface which penetrates the volume of the virtual tool. In one embodiment, the surface interaction process uses the method illustrated in FIG.
5
and described above to find the first penetrating vertex V
i
. In step
182
the surface interaction process determines if a penetrating vertex was located. If a penetrating vertex was not found, the surface interaction process is complete for that cycle (step
183
). The virtual tool does not need to be moved out of the virtual surface as none of the vertices of the virtual surface are located within the virtual object.
If a penetrating vertex is found, the surface interaction process moves the virtual tool outside of the virtual surface (step
184
).
FIG. 7
shows one embodiment of a process for backing the virtual tool out of the virtual surface. In step
186
, the surface interaction application moves the via tool to a position halfway between the current position of the virtual tool and the last position of the virtual tool in which none of the vertices of the virtual surface penetrated the volume of the virtual tool. Next in step
188
, the surface interaction application attempts to find a vertex of the triangular mesh forming the virtual surface which penetrates the virtual tool. In one embodiment, the surface interaction process uses the steps illustrated in the flowchart of FIG.
5
and described above to locate a penetrating vertex. In step
190
, the surf interaction process determines if a penetrating vertex was found. If a penetrating vertex was not found, the surface interaction process is done and does not need to move the virtual tool any further from the virtual surface because the virtual tool no longer intersects with the virtual surface. In another embodiment, the surface interaction process may iteratively move the virtual tool back closer to the virtual surface to find the position closest to the virtual surface at which none of the vertices of the virtual surface penetrate the volume of the virtual tool. If the surface interaction process locates a penetrating vertex, the surface interaction process again moves the tool to a point halfway between the point to which the tool had just been moved and the last position of the virtual tool in which none of the vertices of the virtual surface penetrated the volume of the virtual tool. The surface interaction process then again checks for penetrating vertices. The haptic interaction process repeats steps
186
,
188
and
190
until none of the vertices of the virtual surface penetrate the virtual tool.
After the tool has been backed out of the surface, the surface interaction process slides the virtual tool in a direction substantially tangent to the surface. To prevent the virtual tool from prematurely penetrating the virtual surface due to any error in calculating the normal vector to the virtual surface, the surface interaction process moves the virtual tool across and away from the surface. The extra movement away the surface is resolved in the next iteration of this process when the virtual tool is brought down directly toward the position of the haptic interface. To determine the direction to move the virtual tool, in step
194
the surface interaction process first sets the surface normal to the virtual surface equal to the surface normal at the penetrating vertex (V
i
) located in step
180
.
The surface normal of the penetrating vertex may be determined according to several methods. As mentioned above, in one embodiment, the virtual surface is defined as a mesh and the virtual tool as the volume. The volumetric representation is used to capture penetrations of the surface mesh vertices and compel the penetrating vertices toward the surface of the tool volume. Given a point in Cartesian coordinate space, this method determines whether or not the point is inside of or outside of the tool volume.
Assuming a point in Cartesian coordinate space guaranteed to be close to the surface of the tool volume, the method generates an approximation to the surface normal at the closest point to the surface. Accordingly, the closer to the tool surface the point is, the less error in the surface normal approximation. While it may not always be possible to calculate an exact point on the surface, there will typically be known certain positions that are guaranteed to be within a known distance above or below the surface.
Virtual tools may be implemented as a sphere, a cuboid, a toroid, or other volumetric representations. An implicit function (e.g. S(P)=0) may be used to represent these tool volumes. Implicit functions have the property that S(P) equals zero if the point P lies on the surface, S(P) is less than zero if the point P is internal to the volume, and S(P) is greater than zero if the point P is external to the volume. The first derivative of S(P) with respect to Cartesian coordinates x, y, and z returns a vector pointing toward the surface of S when P is close to the surface, as long as the distance from P to the surface is relatively small with respect to the local curvature of the surface near this point. Accordingly, the first derivative may be used to generate a vector as an approximation to the surface normal. For values of S(P) less than zero, the negative of the first derivative is used as the surface normal approximation. By way of example, for a sphere, S(P) is equal to the sum of the squares of x, y, and z, plus one and the first derivative is two times the sum of x, y, and z. For a cuboid, S(P) is equal to the sum of each of x, y, and z to the eighth power, plus one and the first derivative is eight times the sum of each of x, y, and z to the seventh power.
In another embodiment for generating the surface normal, a voxel representation may be used. According to this method, a volumetric or voxel object is represented by dividing space into discrete areas known as voxels. This division of space encodes every possible point in the space as being enclosed in a voxel. For each voxel, a value is used to specify the occupancy of material through an integer or decimal point value. The surface of this volume is then defined as an isosurface of these values. Values below the isosurface value are then defined as being internal to the volume and values above the isosurface value are considered external to the volume. Voxelized volumes are known to those skilled in computer graphics and can be used readily to represent arbitrary volumes such as virtual tools with intricate shapes.
By specifying any point enclosed in a voxel having a value less than the isosurface value as inside the volume and any point enclosed in a voxel having a value greater than the isosurface value as outside the volume, an efficient algorithm may be developed. Further, using a method known to those skilled in the art as trilinear interpolation, a gradient vector similar to the vector given by the first derivative of an implicit function S(P) can be calculated. If the vector is calculated at a point exterior to the isosurface then the negative of the vector gives the normal approximation.
Once the surface interaction process has determined the surface normal at V
i
, in step
196
the surface interaction process determines the tangent direction (tangent
direction
) to the virtual surface at V
i
according to the dot product vector calculation of equation (7) below in which surface normal represents the surface normal calculated in step
194
and tool
direction
represents the unit vector pointing in the direction in which the virtual tool must move to intersect with the haptic interface location (determined above in step
170
).
tangent
direction
=surface
Normal
−(surface
Normal
*tool
direction
)*tool
direction
(7)
See
FIG. 8
for a schematic representation of the vector relationship.
The surface interaction process then calculates the new position of the virtual tool by adding a portion of the surface normal to the virtual surface according to equation (8) below in which &lgr; represents a predetermined value (step
198
).
tool
new
—
position
=tool
position
+currentStepSize*(&lgr;*tangent
direction
+(1−&lgr;)*surface
normal
) (8)
In one embodiment, &lgr; has a value of about 0.75.
After the virtual tool has been moved to tool
new
—
position
calculated above in equation (8), the surface interaction process again attempts to find a vertex of the virtual surface which penetrates the virtual object (step
200
). In one embodiment of the method of the present invention, the surface interaction process uses the steps illustrated in FIG.
5
and described above to locate a penetrating vertex. In step
202
the surface interaction process determines if a penetrating vertex was found. If a penetrating vertex was not found, the virtual tool does not need to be moved and the surface interaction process is complete for this cycle (step
204
). If a penetrating vertex is found, the surface interaction process backs the virtual tool out of the virtual surface according to the steps illustrated by the flowchart of FIG.
7
and described above (step
206
). Once the virtual tool is backed out of the virtual surface, the surface interaction process determines if the virtual tool was moved by a distance more than epsilon (step
208
). Epsilon is some small number used for the approximation of zero. For example, epsilon may be about 0.001, or about two orders of magnitude smaller than the predetermined stepsize. A small value is chosen for epsilon so that there is no perceivable movement of the haptic interface. If the virtual tool was moved by a distance greater than epsilon, the virtual tool does not need to be moved and the surface interaction process is complete for this cycle (step
204
).
If the virtual tool was moved by a distance less than epsilon, the virtual tool may be at an edge of the virtual surface. The surface interaction process then searches for an edge constraint to slide the virtual tool along. In step
210
the surface interaction process begins a series of steps that will be repeated N times. N is a predetermined integer. In one embodiment, N is equal to ten. In step
212
, the surface interaction process sets a second surface normal (surface
normal2
) equal to the surface normal at the most recently found penetrating vertex V
i
. The surface interaction process then calculates a vector along the edge (edgeVector) that the virtual tool has collided with according to equation (9) below in which surface
normal
represents the surface normal at the first penetrating vertex that was located in step
200
and surface
normal2
represents the surface normal calculated in step
212
.
edgeVector=surface
normal
×surface
normal2
(9)
The vector edgeVector calculated in equation (9) is a unit vector.
Next, in step
216
, the surface interaction process calculates the new position of the virtual tool (tool
newposition
) according to equation (10) below in which tool
position
represents the current position of the tool, currentStepSize represents the magnitude of the distance that the virtual tool may move, and edgeVector represents the unit vector calculated in equation (9) and which falls along the edge.
tool
newposition
=tool
position
+currentStepSize·edgeVector (10)
Next, in step
218
, the surface interaction process steps the virtual tool out of the virtual surface according the steps illustrated in FIG.
7
and described above. The surface interaction process then again determines if the virtual tool was moved by a distance more than epsilon (step
220
). If the virtual tool was moved by a distance greater than epsilon, the virtual tool does not need to be moved again and the surface interaction process is complete for this cycle (step
222
). If the virtual tool was moved by a distance less than epsilon, the first surface normal ) is set equal to the second surface normal (surface
normal2
) (step
224
) and the surface interaction process proceeds to step
226
. In step
226
, the surface interaction process determines if steps
210
,
212
,
214
,
216
,
218
,
220
, and
224
have been repeated N times. As described above, in one embodiment N is equal to ten. If these steps have not been repeated N times, the surface interaction process returns to step
210
and repeats the series of steps. If these steps have been repeated N times the surface interaction process does not try any further to locate a direction to move the virtual tool (step
228
).
In another embodiment, in order to find a direction to move the virtual tool so that none of the vertices of the virtual surface penetrate the virtual tool, the surface interaction process selects random vectors to determine the movement of the virtual tool. The surface interaction process continues to select a new random vector until the desired result is achieved, i.e., none of the vertices of the virtual surface penetrate the virtual tool.
Referring again to
FIG. 4
, if the tool mode has been set to deform, the surface interaction process determines the deformation of the virtual surface in response to collisions with the virtual tool (step
150
).
FIG. 9
illustrates one embodiment of a method of the present invention for determining the interaction of the virtual tool with the virtual surface when the tool mode is set to deform. In step
230
, the surface interaction process moves the virtual tool to the deformation position (P
deformation
) which is determined by the haptics process illustrated in the flowchart of
FIGS. 3A
,
3
B, and
3
C and described above. As described above, P
deformation
is the position that the virtual tool must move to in order to correspond with the haptic interface location. In step
232
the surface interaction process sends a signal to the haptics process indicating the surface interaction process is ready to receive a new deformation position. This signal is used by the haptics process in step
106
of FIG.
3
A. Net, the surface interaction process determines all the vertices of the virtual surface which penetrate the volume of the virtual tool and performs an operation on each of these vertices (step
234
). An embodiment of a method for determining all of the vertices of the virtual surface which penetrate the virtual tool will be described in detail below in the discussion of FIG.
10
. The operations performed on the penetrating vertices include moving each penetrating vertex to the surface of the virtual tool (step
236
) and marking all the triangles incident on the penetrating vertices to be updated for remeshing (step
238
). Embodiments of methods for moving the penetrating vertices to the surface of the virtual tool will be described below in the discussion of
FIGS. 11A and 11B
. After the surface interaction process has determined all of the penetrating vertices and performed the appropriate operations on the penetrating vertices, the surface interaction process has completed the process of determining the deformation of the virtual surface in response to collisions with the virtual tool (step
240
).
FIG. 10
illustrates one embodiment of a method of the present invention for determining all of the vertices of the virtual surface which penetrate the volume of the virtual tool. Similar to the method illustrated by the flowchart of
FIG. 5
for determining the first vertex of the virtual surface which penetrates the virtual tool, in one embodiment, the surface interaction process creates a binary spatial partitioning (BSP) tree which holds the vertices of the triangular mesh forming the virtual surface (step
242
). The surface interaction process also creates a bounding sphere around the virtual tool. The bounding sphere is the smallest sphere in which the virtual tool may be disposed. In step
242
, the surface interaction process interacts the bounding sphere surrounding the tool the with BSP tree. The surface interaction process then checks each vertex of the virtual surface which is in the BSP tree and within the bounding sphere to determine if the vertex is also within the volume of the virtual tool (repeat loop including steps
244
,
246
,
248
). In one embodiment of the method of the present invention, the volume of the virtual tool is defined by an implicit equation. To determine if the vertex of the virtual surface is within the volume of the virtual tool, the implicit equation is evaluated for the coordinate of the vertex. If the solution to the equation is less than zero, the vertex is within the tool volume. If the solution to the equation is greater Man zero, the vertex is outside the tool volume. Other embodiments may use a voxel approach. Once the surface interaction process finds a vertex V
i
within the volume of the tool, the surface interaction process removes the vertex V
i
from the BSP tree (step
250
) and performs the appropriate operations on the vertex V
i
(step
252
). As described above, these operations include moving the penetrating vertex to the surface of the virtual tool and marking all the triangles incident on the penetrating vertex to be updated for remeshing. The surface interaction process repeats steps
244
,
246
,
248
,
250
and
252
for each vertex within the BSP tree and within the bounding sphere.
Once the surface interaction process checks all of the vertices within the bounding sphere and within the BSP tree, the surface interaction process begins checking the vertices not located in the BSP tree to determine if they are located within the volume of the virtual tool (steps
254
,
256
,
258
,
260
,
262
, and
264
). If a vertex is found within the volume of the tool, the surface interaction process performs the appropriate operation on the vertex (step
264
). As described above, these operations include moving the penetrating vertex to the surface of the virtual tool and marking all the triangles incident on the penetrating vertex to be updated for remeshing. If the vertex is not within the volume of the tool, the surface interaction process determines if the vertex has been outside the tool volume for the previous N cycles of the process. In one embodiment N is equal to ten. If the vertex has not been outside the volume of the virtual tool for the previous N cycles, the surface interaction process proceeds to check the next vertex. If the vertex has been outside of the tool volume for the previous N cycles, the vertex is marked to be put back into the BSP tree. The surface interaction process repeats steps
254
,
256
,
258
,
260
,
262
, and
264
until each vertex not in the BSP tree is checked. The surface interaction process does not check vertices which were just removed from the BSP tree in step
250
. Next, the surface interaction process places the vertices marked to be put into the BSP tree in step
260
into the BSP tree (step
266
). The surface interaction process is then finished locating all of the penetrating vertices (step
268
).
FIG. 11A
illustrates one embodiment of a method of the present invention for moving a vertex of the virtual surface which penetrates the volume of the virtual tool to the surface of the virtual tool. In step
270
, the surface interaction process sets the size of the step the vertex may move (currentStepSize) equal to the distance that the virtual tool moved during the last step the virtual tool took. Next, the surface interaction process determines the gradient vector of the virtual tool. In one embodiment, the surface interaction process sets the gradient vector (V
gradient
) equal to the surface normal of the virtual surface at the penetrating vertex V
i
(step
272
). In this embodiment V
gradient
is a unit vector in the direction of the gradient. An embodiment of a method for determining the surface normal was discussed above in the discussion of FIG.
8
. The surface interaction process then determines a new temporary position (P
temp
) of the penetrating vertex V
i
according to equation (11) below in which V
iposition
represents the current position of the vertex V
i
(step
274
).
P
temp
=V
iposition
+currentStepSize·V
gradient
(11)
P
temp
is a position in virtual space which the surface interaction process presumes the vertex may be moved.
After calculating P
temp
, the surface interaction process determines if P
temp
is within the volume of the virtual tool. If P
temp
is not within the volume of the virtual tool, it is outside the volume of the virtual tool, and in one embodiment, the surface interaction process move the vertex back toward the virtual tool in small steps (steps
278
and
280
). In step
278
, the surface interaction process determines a new temporary position of the vertex(P
newtemp
) which is a position back toward the virtual tool. In one embodiment, the surface interaction process calculates the new temporary position according to equation (12) below in which N is an integer. In one embodiment, N is equal to ten.
P
newtemp
=P
temp
−(currentStepsize/N)·V
gradient
(12)
The surface interaction process then determines if P
newtemp
is within the volume of the virtual tool (step
280
). If P
newtemp
is not within the volume of the virtual tool, the surface interaction process returns to step
278
and calculates another P
newtemp
which is even closer to the virtual tool.
If P
newtemp
is within the volume of the virtual tool, the surface interaction process calculates the position to which the penetrating vertex is to be moved according to equation (13) below.
V
iposition
=P
temp
+(currentStepSize/N)·V
gradient
(13)
The purpose of step
282
is to find the last temporary position of the vertex in which the vertex was still outside the volume of the virtual tool. Once the surface interaction process has calculated the position to which the penetrating vertex is to be moved it proceeds to another operation to be performed on the vertex (step
284
).
Returning to step
276
, if the first calculated P
temp
is within the volume of the virtual tool, the surface interaction process sets the temporary position P
temp
equal to the current position of the vertex (step
286
). The surface interaction process had tried to move the vertex out of the virtual tool by moving the vertex by the same amount that the virtual tool had moved. As this did not move the vertex outside of the volume of the virtual tool, in the embodiment illustrated by steps
288
,
290
, and
292
, the surface interaction process is moving the vertex from the inside of the virtual tool to the outside of the virtual tool in small steps.
In step
288
, the surface interaction process sets the gradient vector (V
gradient
) equal to the surface normal of the virtual surface at P
temp
. In this embodiment V
gradient
is a unit vector in the direction of the gradient. An embodiment of a method for determining the surface normal was discussed above in the discussion of FIG.
8
. Next, in step
290
, the surface interaction process determines a new temporary position of the vertex (P
newtemp
) which is a position toward the outside of virtual tool. In one embodiment, the surface interaction process calculates the new temporary position according to equation (14) below in which N is an integer. In one embodiment, N is equal to ten.
P
newtemp
=P
temp
+(currentStepSize/N)·V
gradient
(14)
The surface interaction process then determines if P
newtemp
is within the volume of the virtual tool (step
292
). If P
newtemp
is within the volume of the virtual tool, the surface interaction process returns to step
288
and calculates another P
newtemp
which is even closer to the outside of virtual tool. The surface interaction process repeats steps
288
,
290
and
292
until a temporary position is found which is outside the volume of the virtual tool. If P
newtemp
is outside the volume of the virtual tool, the surface interaction process sets the position to which the penetrating vertex is to be moved (V
iposition
) equal to P
newtemp
(step
294
). Once the surface interaction process has calculated the position to which the penetrating vertex is to be moved it proceeds to another operation to be performed on the vertex (step
296
).
FIG. 11B
illustrates another embodiment of a method of the present invention for moving a vertex of the virtual surface which penetrates the volume of the virtual tool to the surface of the virtual tool. In this embodiment, the surface interaction process moves the penetrating vertex to the surface of the virtual tool by moving the penetrating vertex in the direction that the virtual tool is moving. In step
298
, the surface interaction process sets the size of the step the vertex may move (currentStepSize) equal to the distance that the virtual tool moved during the last step the virtual tool took. Next, the surface interaction process determines a unit vector (tool
direction
) pointing in the direction that the virtual tool is moving (step
300
). In step
302
, the surface interaction process determines a temporary position for the penetrating vertex to be moved to according to equation (15) below in which V
iposition
represents the current position of the penetrating vertex.
P
temp
=V
iposition
+currentStepSize·tool
direction
(15)
In equation (15) the surface interaction process is moving the position of the penetrating vertex V
i
in the direction that the virtual tool is moving by an amount equal to the current step size that the vertex is allowed to move.
Next, the surface interaction process moves the temporary position of the penetrating vertex back toward the virtual tool until the penetrating vertex is within the virtual tool and then sets the position of the penetrating vertex equal to the last temporary position in which the penetrating vertex did not penetrate the volume of the virtual tool. This process is accomplished by steps
304
,
306
and
308
. In step
304
the surface interaction process calculates a new temporary position for the penetrating vertex according to equation (16) below in which N is an integer. In one embodiment, N is equal to ten.
P
newtemp
=P
itemp
−(currentStepSize/N)·tool
direction
(16)
The surface interaction process then determines if P
newtemp
is within the volume of the virtual tool (step
306
). If P
newtemp
is not within the volume of the virtual tool, the surface interaction process returns to step
304
and calculates another P
newtemp
which is even closer to the surface of the virtual tool.
If P
newtemp
is within the volume of the virtual tool, the surface interaction process calculates the position to which the penetrating vertex is to be moved according to equation (17) below.
V
iposition
=P
temp
+(currentStepSize/N)·tool
direction
(17)
The purpose of step
308
is to find the last temporary position of the vertex in which the vertex was still outside the volume of the virtual tool. Once the surface interaction process has calculated the position to which the penetrating vertex is to be moved, it proceeds to another operation to be performed on the vertex (step
310
).
Referring again to
FIG. 4
, the surface interaction process has now completed the step of determining the deformation of the virtual surface in response to collision with the virtual tool (step
150
). The surface interaction process next remeshes the virtual surface (step
152
).
FIGS. 12A
,
12
B, and
12
C illustrate one embodiment of a method of the present invention for remeshing the vital surface. The surface may be remeshed to optimize the spatial density of vertices. In the embodiment illustrated by the flowchart in
FIGS. 12A
,
12
B, and
12
C, the virtual surface is composed of a triangular mesh. In other embodiments, the virtual surface may be composed of polygons of other shapes. As described above in the discussion of
FIG. 9
, all of the triangles which are incident to a vertex that penetrated the virtual tool are marked for remeshing and in plastic deformation, triangles are added to the mesh. A triangle which is incident to a penetrating vertex is a triangle which has the penetrating vertex as one of its vertices. In step
312
, the surface interaction process selects one of the triangles marked for remeshing and sets it to Poly
remesh
. If there are no triangles marked for remeshing, the surface interaction process proceeds through step
314
to step
316
and is done remeshing the virtual surface. The surface interaction process repeats the steps illustrated by the flowchart in
FIGS. 12A
,
12
B, and
12
C until there are no triangles marked for remeshing.
If there is a triangle marked for remeshing (Poly
remesh
), the surface interaction process determines if any of the edges of the triangle Poly
remesh
are shorter than a predetermined amount (COLLAPSE_LENGTH) (step
318
). In one embodiment, this amount may be on the order of 0.25 mm. If any edge of Poly
remesh
is less than the predetermined amount, the triangle Poly
remesh
is collapsed (step
320
) and a determination is made whether Poly
remesh
should be removed (step
321
). For example, referring to
FIG. 14G
, vertex V
1
would be moved to vertex V
4
and combined as a single vertex to collapse triangles P
1
a
and P
1
b
in the event edge E
4
had a length less than the predetermined collapse length. Edges E
3
and E
7
would be combined, as would edges E
1
and E
6
. As will be discussed in greater detail below, these triangles would not be collapsed in the event any of edges E
1
, E
3
, E
6
, or E
7
had any parent edges or child edges.
If none of the edges of the triangle Poly
remesh
are shorter than the predetermined amount, the surface interaction process determines what type of triangle Poly
remesh
is (step
322
).
FIG. 13A
illustrates the three types of triangles: equilateral
1324
, tall
1326
, and thin
1328
. An equilateral triangle has three sides
1330
,
1332
, and
1334
which are approximately the same length. In one embodiment, the surface interaction process classifies Poly
remesh
as an equilateral triangle if all the sides
1330
,
1332
, and
1334
are within a certain range of each other. In another embodiment, the surface interaction process classifies Poly
remesh
as an equilateral triangle only if all the sides
1330
,
1332
, and
1334
are the same length. A tall triangle
1326
has two sides
1336
and
1338
which are longer than the third side
1340
by a predetermined factor. A thin triangle
1328
has one side
1342
which is longer than the other two sides
1346
,
1348
by a predetermined factor.
FIG. 13B
illustrates pseudocode for one embodiment of a method for classifying the triangle Poly
remesh
. In the embodiment illustrated in
FIG. 13B
, the predetermined factor (GOLDEN_RATIO) is equal to 2. In other embodiments the predetermined factor may be equal to other values. In the pseudocode, squaredlength
1
represents the square value of the length of the first side of the triangle Poly
remesh
, squaredLength
2
represents the square value of the length of the second side of the triangle Poly
remesh
, and squaredLength
3
represents the square value of the length of the third side of the triangle Poly
remesh
.
If squaredLength
2
divided by squaredLength
1
is greater than the GOLDEN_RATIO and squaredLength
3
divided by squaredLength
1
is greater than GOLDEN_RATIO, Poly
remesh
is classified as a tall triangle with the first side being the short side of the triangle. If squaredLength
1
divided by squaredLength
2
is greater than the GOLDEN_RATIO and squaredLength
3
divided by squaredLength
2
is greater than GOLDEN_RATIO, Poly
remesh
is classified as a tall triangle with the second side being the short side of the triangle. If squaredLength
1
divided by squaredLength
3
is greater than the GOLDEN_RATIO and squaredLength
2
divided by squaredLength
3
is greater than GOLDEN_RATIO, Poly
remesh
is classified as a tall triangle with the third side being the short side of the triangle.
If squaredLength
1
divided by squaredLength
2
is greater than the GOLDEN_RATIO and squaredLength
1
divided by squaredLength
3
is greater than GOLDEN_RATIO, Poly
remesh
is classified as a thin triangle with the first side being the long side of the triangle. If squaredLength
2
divided by squaredLength
1
is greater than the GOLDEN_RATIO and squaredLength
2
divided by squaredLength
3
is greater than GOLDEN_RATIO, Poly
remesh
is classified as a thin triangle with the second side being the long side of the triangle. If squaredLength
3
divided by squaredLength
1
is greater than the GOLDEN_RATIO and squaredLength
3
divided by squaredLength
2
is greater than GOLDEN_RATIO, Poly
remesh
is classified as a thin triangle with the third side being the long side of the triangle. If Poly
remesh
does not satisfy any of the previous classifications, Poly
remesh
is classified as an equilateral triangle.
Referring again to FIG.
12
B and to
FIG. 12D
, if the surface interaction process classifies the triangle as a thin triangle, the surface interaction process labels the longest edge of the triangle as E
2
(step
323
). Next the surface interaction process determines if the edge E
2
has a parent edge (step
325
). An edge has a parent edge if the edge forms part of a longer edge. For example, in
FIG. 12D
, the edge
326
forms part of the edge
328
, therefore edge
328
is a parent edge to child edge
326
. If the edge E
2
does not have any parent edges, the surface interaction process determines if the edge E
2
has any child edges (step
330
). If the edge E
2
has a child edge, the haptic interaction process splits the triangle Poly
remesh
one way into two triangles (step
332
). A method for splitting the triangle Poly
remesh
one way into two triangles will be described in more detail below in the discussion of
FIGS. 14A-14G
.
If the edge E
2
does not have any child edges, the surface interaction process determines if the other two edges (referred to as E
1
and E
3
, respectively) of the triangle Poly
remesh
have child edges (step
334
). If E
1
has a child edge, the triangle Poly
remesh
is relabeled such that E
1
is E
2
and E
2
is E
1
(step
336
) and the triangle Poly
remesh
is split one way into two triangles along the newly designated edge E
2
(step
332
). If E
3
has a child edge, the triangle Poly
remesh
is relabeled such that E
3
is E
2
and E
2
is E
3
(step
338
) and the triangle Poly
remesh
is split one way into two triangles along the newly designated edge E
2
(step
332
). If neither edge E
1
or E
2
has a child edge, the surface interaction process determines if the length of E
2
is greater than a predetermined split length (step
340
). The predetermined split length is the shortest length edge that the surface interaction process will split. In one embodiment the split length is 1.25 mm. By varying the split length and collapse length of the remeshing method at different areas of the virtual surface, different levels of detail of the virtual surface may be provided.
If the length of E
2
is greater than the predetermined split length, the surface interaction process splits the triangle Poly
remesh
one way into two triangles along the edge E
2
(step
332
). If the length of E
2
is less than the predetermined split length, the surface interaction process proceeds directly to step
342
. The remaining steps of the flowchart of
FIGS. 12A
,
12
B, and
12
C will be discussed below after the discussion of one embodiment of a method for splitting the triangle Poly
remesh
one way into two triangles.
FIGS. 14A-G
illustrate one embodiment of a method for splitting the triangle Poly
remesh
into two triangles. In the pseudocode of FIG.
14
A and the illustrations of
FIGS. 14B-G
, P
1
represents the triangle Poly
remesh
to be split. The surface interaction process first removes P
1
from the list of triangles to be remeshed. Next, the surface interaction process determines a vertex V
4
to be inserted along the edge E
2
being split. If the edge E
2
has no children, in one embodiment, V
4
is placed along the edge E
2
at a point halfway between the vertices V
2
and V
3
. The surface interaction process next determines if the vertex V
4
is sufficiently close to the vertex V
5
such that the triangle P
1
should not be split into two triangles, but rather the triangles P
1
and P
2
should be reshaped from the triangles P
1
and P
2
in
FIG. 14F
into the triangles P
1
a
and P
1
b
as shown in FIG.
14
G. In one embodiment, the surface interaction process makes this determination by evaluating equations (18), (19), and (20) below. If each of the equations (18), (19), and (20) hold true, triangles P
1
and P
2
as shown in
FIG. 14F
will be reshaped into triangles P
1
a
and P
1
b
as shown in FIG.
14
G.
|
V
4−
V
5|<epsilon (18)
|
V
2
−V
5
|<|V
2
−V
3| (19)
|
V
3−
V
5|
<|V
2−
V
3| (20)
To reshape the triangles P
1
and P
2
shown in
FIG. 14F
into the triangles P
1
a
and P
1
b
shown in
FIG. 14G
, the vertex V
4
is set equal to the vertex V
5
, new edge E
2
a
is set equal to edge E
6
, new edge E
2
b
is set equal to edge E
7
and edge E
2
is removed.
If the series of equations (18), (19), and (20) do not hold time, the surface interaction process will split the triangle P
1
of
FIG. 14B
into the triangles P
1
a
and P
1
b
shown in FIG.
14
C. The surface interaction process first marks the triangle P
2
of
FIG. 14B
for remeshing. Next, the surface interaction process adds edge E
2
a
defined by the vertices V
2
and V
4
, adds edge E
2
b
defined by the vertices V
3
and V
4
, and adds edge E
4
between the vertices V
1
and V
4
.
If the edge E
2
has children, the triangle P
2
has previously been split, and, the case illustrated by
FIG. 14D
exists. The surface interaction process will split the triangle P
1
shown in
FIG. 14D
into the triangles P
1
a
and P
1
b
shown in FIG.
14
E. To do this, the surface interaction process removes the edge E
2
, adds the triangle P
1
a
defined by the vertices V
1
, V
2
, and V
4
and the edges E
1
, E
2
a
, and E
4
, and adds the triangle P
1
b
defined by the vertices V
1
, V
4
, V
3
and the edges E
4
, E
2
b
, and E
3
.
After the creation of the new triangles P
1
a
and P
1
b
as shown in
FIGS. 14C
,
14
E or
14
G, the surface interaction process determines if the new triangles P
1
a
, P
1
b
should be remeshed. If any of the edges of the newly created triangle P
1
a
have children, triangle P
1
a
is marked to be remeshed. Similarly, if any of the edges of the newly created triangle P
1
b
have children, the triangle P
1
b
is marked to be remeshed.
Referring again to
FIG. 12B
, once the triangle Poly
remesh
has been split one way into two triangles in step
332
, the surface interaction process checks to see if the triangle Poly
remesh
was removed from the list of triangle to be remeshed during the splitting process. If the triangle Poly
remesh
was removed for the list of triangles to be remeshed, the surface interaction process proceeds to step
314
and determines if any other triangles are marked for remeshing. If the triangle Poly
remesh
has not been removed from the list of triangles to be remeshed, the surface interaction process determines if any of the edges of the triangle Poly
remesh
, i.e. E
1
, E
2
, and E
3
have child edges (step
344
). If none of the edges of the triangle Poly
remesh
have child edges, the triangle Poly
remesh
is removed from the update list (step
346
). If at least one of the edges of the triangle Poly
remesh
has a child, the triangle Poly
remesh
remains on the list of triangles marked for remeshing (step
348
).
Referring again to
FIG. 12B
, if the triangle Poly
remesh
is classified as a tall triangle, the surface interaction process labels the middle length edge of the triangle as E
2
(step
350
). If two of the edges have identical lengths, one of these edges is labeled as E
2
. The surface interaction process then proceeds to step
325
and repeats the same series of steps described above in the discussion of the thin triangle.
If the triangle Poly
remesh
is classified as an equilateral triangle, the surface interaction process labels one of the edges as E
2
(step
352
). As the three edges are substantially the same length, if not exactly the same length, the surface interaction process may label any of the three edges as E
2
. The remaining two edges are labeled as E
1
and E
3
respectively.
FIG. 15B
shows an equilateral triangle P
1
designated by reference number
354
. The triangle P
1
354
will be split into triangles P
1
a
, P
1
b
, P
1
c
, and P
1
d
shown in FIG.
15
C.
After the surface interaction process has labeled the edges of the triangle Poly
remesh
, the surface interaction process determines if any of the edges E
1
, E
2
, and E
3
have parent edges (step
356
). If at least one of the edges E
1
, E
2
, or E
3
has a parent edge, the haptic interaction process proceeds to step
342
and executes steps
342
,
344
,
346
,
348
, and
314
as described above in the discussion of splitting the thin triangle. If none of the edges E
1
, E
2
, or E
3
have parent edges, the surface interaction process determines if any of the edges E
1
, E
2
, or E
3
have child edges (step
358
). For example, referring to
FIG. 15B
, the triangle P
1
354
is surrounded by triangles P
2
360
, P
3
362
and P
4
364
. As shown none of the edges E
1
, E
2
, or E
3
of the triangle
354
have child edges. However, if the triangle
366
comprising triangles P
2
a
and P
2
b
was located next to the triangle P
1
354
rather than triangle P
2
360
, the edge E
1
of the triangle P
354
would have child edges. Similarly, if the triangle
368
comprising the triangles P
3
a
and P
3
b
replaced the triangle P
3
362
, the edge E
2
of the triangle P
1
would have child edges, and if the triangle
370
comprising the triangles P
4
a
and P
4
b
replaced the triangle P
4
364
, the edge E
3
of the triangle P
1
would have child edges. If at least one of the edges E
1
, E
2
, E
3
of the triangle P
1
354
has child edges, the surface interaction process splits the triangle P
1
three ways into four sub-triangles (step
372
). An embodiment of a method for splitting the triangle P
1
three ways into four subtriangles will be discussed in detail below in the discussion of
FIGS. 15A
,
15
B,
15
C, and
15
D.
If none of the edges E
1
, E
2
, and E
3
have child edges, the surface interaction process determines if any of the edges E
1
, E
2
, or E
3
have a length greater than an predetermined amount (SPLIT_LENGTH) (step
374
). If none of the edges E
1
, E
2
, or E
3
have a length greater than the predetermined amount, the surface interaction process proceeds to step
342
and executes steps
342
,
344
,
346
,
348
, and
314
as described above in the discussion of splitting the thin triangle. If at least one of the edges E
1
, E
2
, or E
3
has a length greater than the predetermined amount, the surface interaction process splits the triangle P
1
three ways into four sub-triangles (step
372
).
FIGS. 1A
,
15
B,
15
C, and
15
D illustrate one embodiment of a method for splitting the triangle P
1
354
(Poly
remesh
) three ways into four sub-triangles. In the pseudocode of FIG.
15
A and the illustrations of
FIGS. 15B and 15C
, P
1
represents the triangle Poly
remesh
to be split into the sub-triangles P
1
a
, P
1
b
, P
1
c
and P
1
d.
The surface interaction process first removes P
1
from the list of triangles to be remeshed. Next if the edge E
1
has no children, the surface interaction process determines a vertex V
4
to be inserted along the edge E
1
being split. If the edge E
1
has no children, in one embodiment, V
4
is placed along the edge E
1
at a point halfway between the vertices V
1
and V
2
. The surface interaction process next determines if the vertex V
4
is sufficiently close to the vertex V
7
such that the triangle P
1
should not be split into four equilateral triangles as shown in
FIG. 15C
, but rather the triangles P
1
and P
2
should be reshaped from the triangles P
1
and P
2
in
FIG. 15B
into the triangles P
1
a
, P
1
b
, P
1
c
and P
1
d
as shown in FIG.
15
D. In one embodiment, the surface interaction process makes this determination by evaluating equations (21), (22), and (23) below. If each of the equations (21), (22), and (23) hold true, triangles P
1
and P
2
as shown in
FIG. 15B
will be reshaped into triangles P
1
a
, P
1
b
, P
1
c
and P
1
d
as shown in FIG.
15
D.
|
V
4−
V
7|<epsilon (21)
|
V
1
−V
7
|<|V
1
−V
2| (22)
|
V
2−
V
7|
<|V
1−
V
2| (23)
To reshape the triangles P
1
and P
2
shown in
FIG. 15B
into the triangles P
1
a
, P
1
b
, P
1
c
and P
1
d
as shown in
FIG. 15D
, the vertex V
4
is set equal to the vertex V
7
, new edge E
1
a
is set equal to edge E
10
, new edge E
1
b
is set equal to edge E
11
and triangle P
2
is removed. The surface interaction process also adds edge E
4
defined by the vertices V
4
and V
6
, the edge E
5
defined by the vertices V
4
and V
5
, the edge E
6
defined by the vertices V
5
and V
6
, the triangle P
1
a
defined by the vertices V
1
, V
4
, V
6
and the edges E
1
a
, E
4
and E
3
b
, the triangle P
1
b
defined by the vertices V
4
, V
2
, and V
5
and the edges E
1
b
, E
2
a
and E
5
, and the triangle P
1
c
defined by the vertices V
4
, V
5
, and V
6
and the edges E
5
, E
6
and E
4
, and the triangle P
1
d
defined by the vertices V
6
, V
5
, and V
3
and the edges E
6
, E
2
b
and E
3
a.
If the series of equations (21), (22), and (23) do not hold true, the surface interaction process adds edges E
1
a
and E
1
b
shown in FIG.
15
C. The surface interaction process also marks the triangle P
2
of
FIG. 15B
for remeshing.
If the edge E
1
has children, the triangle P
2
has previously been split. The surface interaction process removes the edge E
1
.
The surface interaction process executes a similar series of steps for the edges E
2
and E
3
of the triangle P
1
354
. The details of these series of steps are outlined in the pseudocode of FIG.
15
A. If none of the edges E
1
, E
2
, and E
3
have child edges and none of the existing vertices V
7
, V
8
, and V
9
are close enough to the proposed new vertices V
4
, V
5
, and V
6
respectively such that the existing vertex should be used as the new vertex, the surface interaction process splits the triangle P
1
354
of
FIG. 15B
three ways into four sub-triangles P
1
a
, P
1
b
, P
1
c
, and P
1
d
as shown in FIG.
15
C. To split the triangle P
1
354
of
FIG. 15B
three ways into four sub-triangles P
1
a
, P
1
b
, P
1
c
, and P
1
d
as shown in
FIG. 15C
, the surface interaction process adds edge E
4
defined by the vertices V
4
and V
6
, the edge E
5
defined by the vertices V
4
and V
5
, the edge E
6
defined by the vertices V
5
and V
6
, the triangle P
1
a
defined by the vertices V
1
, V
4
, V
6
and the edges E
1
a
, E
4
, and E
3
b
, the triangle P
1
b
defined by the vertices V
4
, V
2
, and V
5
and the edges E
1
b
, E
2
a
, and E
5
, and the triangle P
1
c
defined by the vertices V
4
, V
5
, and V
6
and the edges E
5
, E
6
, and E
4
, and the triangle P
1
d
defined by the vertices V
6
, V
5
, and V
3
and the edges E
6
, E
2
b
, and E
3
a
as described in the pseudocode of FIG.
15
A and the diagram of FIG.
15
C.
After the creation of the new triangles P
1
a
, P
1
b
, P
1
c
, and P
1
d
as shown in
FIGS. 15C
or
15
D, the surface interaction process determines if the new triangles P
1
a
, P
1
b
, P
1
c
, and P
1
d
should be remeshed. If any of the edges of the newly created triangle P
1
a
have children, triangle P
1
a
is marked to be remeshed. Similarly, if any of the edges of the newly created triangles P
1
b
, P
1
c
and P
1
d
have children, the triangle the respective triangle is marked to be remeshed.
Referring to
FIG. 16
, a flowchart shows the steps performed by one embodiment of the method of the present invention for generating a haptic interactive representation including a visco-elastically deformable surface and enabling a user to haptically interact with and deform the deformable surface. As described above, a visco-elastically deformable surface may return partially or entirely to its original shape after being deformed. In the embodiments described below, the virtual visco-elastically deformable surfaces are composed of a triangular mesh. In other embodiments, the virtual surfaces may be composed of other polygonal meshes or may be defined by algebraic equations. In embodiments in which the virtual surface is composed of a polygonal mesh, the vertices of the mesh are connected through edges which are modeled as springs and dashpots. For example, a vertex V
1
is connected to a vertex V
2
by a spring and a dashpot.
Also, in the embodiments described below, the user interacts with the virtual surfaces in the virtual environment volume referred to as a tool. The user may select any volume for the tool. The shape of the volume or tool determines how the virtual surface is deformed. The tool represents the user in the virtual environment. An example of a tool was described above in the discussion of FIG.
1
D.
In the embodiment illustrated by the flow chart in
FIG. 16
, the steps are performed by application software running on a computer. Similar to the method for simulating plastically deformable surfaces described above in the discussion of
FIG. 1B
, the application software includes a graphics process and a haptic interaction process. These two processes run simultaneously on the computer. The graphics process generates a visual display of the VR environment to the user and updates the locations and states of the virtual objects on a display. The haptic interaction process may include processes similar to the haptic rendering process and the surface interaction process of
FIGS. 1B and 1C
. The haptic interaction process generates the haptic virtual environment and determines the forces to be applied to a user through a haptic interface device. The haptic interaction process also determines if the user collides with a deformable surface within the haptic interactive representation and determines how the surface should be deformed, if at all. An apparatus similar to the haptic interface system shown in FIG.
1
C and described above may be used to implement the application illustrated by the flowchart in FIG.
16
and to enable a user to generate and interface with a deformable surface in a haptic virtual reality environment.
In step
380
, the application software initializes the graphics process and the haptic interaction process. In step
382
, the application software either creates a new virtual surface or loads a virtual surface for interaction with a user. The haptic interactive representation may include only one virtual surface or a plurality of virtual surfaces. The virtual surfaces may be combined to form a virtual object.
After the virtual surface composed of a triangular mesh is loaded, the application software initiates the graphics process (step
384
). The graphics process will be discussed in more detail below in the discussion of FIG.
17
. The application software also initiates the haptic interaction process (step
386
). The haptic interaction process will be described in more detail below. The application software continues executing the graphics process and the haptic interaction process until the user selects to quit the application (step
388
). Once the user selects to quit the application, the application software stops the graphics process and the haptic interaction process and exits (step
390
).
In more detail and referring to
FIG. 17
, a flowchart illustrates a more detailed sequence of steps performed by the graphics process
384
in one embodiment of the present invention to display to the user the interaction of the user with virtual surfaces in the haptic interactive representation. Similar to the method illustrated by the flowchart of FIG.
2
and described above, the graphics process draws a representation of the virtual surface (step
392
) and a representation of the tool representing the user (step
394
). In one embodiment in which the virtual surface is composed of a triangular mesh, the graphics process draws the triangles of the mesh. To draw the representations of the virtual surface and the virtual tool, the graphics process determines the current position, orientation, and shape of the virtual surface and the virtual tool. The graphics process displays these representations to a user on a display. In step
396
the graphics process determines if the user has selected to quit the application. The graphics process repeats steps
392
,
394
and
396
until the application software stops the graphics process. The process then proceeds to step
398
and stops drawing representations of the virtual surface and the virtual tool (step
398
). In one embodiment, the graphics process repeats steps
392
,
394
and
396
at a rate of 30 Hz. In other embodiments, the graphics process may repeat these steps at faster or slower rates.
In more detail and referring to
FIGS. 18A and 18B
, a flowchart illustrates a more detailed sequence of steps performed by the haptic interaction process
386
in one embodiment of the present invention to determine the force to be applied to as the user through a haptic interface device and to deform the virtual surface in response to interactions with the virtual tool. For clarity, the embodiments discussed below only include one virtual surface. In other embodiments, the haptic interactive representation may include several virtual surfaces. The interaction process only executes if the user has not quit the application software (step
400
). In step
402
the interaction process resets by setting the force the virtual tool is applying to the virtual surface equal to approximately zero Newtons. In step
404
, the interaction process determines the current position and orientation of the haptic interface device and updates the position and orientation of the haptic interface. Next, the interaction process sets the position of the virtual tool (tool
position
) and the orientation of the virtual tool (tool
orientation
) equal to the position and orientation of the haptic interface (step
406
).
In step
408
, the interaction process determines if the user has selected to cut the virtual surface with the virtual tool. If the user is cutting the virtual surface, the interaction process removes the connecting springs and dashpots close to or touching the virtual tool (step
410
). By removing the spring and dashpots, the connectors connecting the vertices of the triangular mesh are removed and the virtual surface is “cut.”
The interaction process also determines if the user has selected to “tweeze” the virtual surface (step
412
). As used herein, “tweeze” means to select a portion or point of the virtual surface and stretch the virtual surface in an outward direction. If the user selects to tweeze a point on the virtual surface, the interaction process adds a spring/dashpot which connects the virtual tool to the vertex (V
i
) selected by the user (step
414
). In other embodiments the user may select to tweeze a plurality of points on the virtual surface simultaneously.
As described above, in one embodiment, the virtual surface is composed of a triangular mesh. Each of the triangles in the mesh is considered to be a discrete surface (S
i
) by the interaction process. The interaction process next determines each of the triangular surfaces S
i
which are still connected to the virtual surface, i.e. those surfaces which were not cut away by the user in steps
408
and
410
. For each triangular surface S
i
which is connected, the interaction process proceeds through a series of steps to determine whether the triangular surface is affected by a collision with the virtual tool (repeat loop including steps
416
,
418
,
474
,
558
,
580
and
582
).
In step
418
, the interaction process determines all the vertices (V
i
) of the triangular surface (S
i
) that penetrates the volume of the virtual tool.
FIG. 19
shows a sequence of steps performed by the interaction process in one embodiment of the present invention to find all of the vertices V
i
of a triangular surface S
i
which penetrate the volume of the virtual tool. In step
420
, similar to the method illustrated by the flowchart of
FIG. 10
for determining all of the vertices of the virtual surface which penetrate the virtual tool, in one embodiment, the interaction process creates a binary spatial partitioning (BSP) tree which holds the vertices of the triangular mesh forming the virtual surface. The interaction process also creates a bounding sphere around the virtual tool.
To determine the location of the bounding sphere, the interaction process determines a position (intersection
position
) around which the sphere is centered. The interaction process sets the intersection
position
equal to the nominal position (V
inominal
) of a vertex V
i
that penetrated the tool during the previous iteration of this process. The interaction process sets the radius of the bounding sphere (intersection
radius
) equal to a constant (N) times the radius of the tool (tool
radius
) (step
422
). In one embodiment, tool
radius
may be equal to about 1 cm. The constant N is a predetermined value, for example, 2. In other embodiments, N may be equal to other values. If N is too small a number, some penetrating vertices may be missed; whereas, if N is too large a number, too large a domain will be searched and the process will slow down and be less efficient. In step
422
, the interaction process intersects the bounding sphere with the BSP tree. The interaction process then checks each vertex V
i
which is in the BSP tree and within the bounding sphere to determine if the vertex collides with the virtual tool (repeat loop including steps
426
,
428
, and
430
).
FIG. 20
illustrates one embodiment of the method of the present invention for determining if each vertex V
i
within the BSP tree and within the bounding sphere collides with the virtual tool. In the embodiment illustrated by the flowchart of
FIG. 20
, the tool is modeled as a sphere with an outer core which may be penetrated and an inner core which is rigid.
FIG. 21
shows an example of a model of a tool
434
with a penetrable outer shell or core
436
and a rigid inner core
438
. This model is desirable, since if the virtual tool were modeled as infinitely solid, instability problems may arise. Referring again to
FIG. 20
, in step
440
, the interaction process determines if the vertex V
i
is within the inner core
438
of the virtual tool according to equation (24) below, in which V
iposition
represents the position of the vertex V
i
, tool
position
represents the center
442
of the inner core
438
, and SOLID_INTERFACE_DEPTH represents the radius, r,
444
of the inner core
438
.
|V
iposition
−tool
position
|<SOLID_INTERFACE_DEPTH (24)
If equation (24) above holds true, the vertex V
i
is within the inner core
438
and must be moved outside the inner core
438
. In step
446
, the interaction process calculates a unit vector (outwardVector) in a direction to move the vertex V
i
out of the inner core. In one embodiment, the unit vector outwardVector points toward the closest point on the outside of the inner core
438
. In this embodiment the vector outwardVector is calculated according to equation (25) below.
outwardVector=V
iposition
−tool
position
(25)
Next, in step
448
, the interaction process calculates the position of the vertex V
i
is to be moved to according to equation (26) below.
V
iposition
=tool
position
+SOLID_INTERFACE_DEPTH * outwardVector (26)
If equation (24) above, does not hold true, the vertex V
i
is not within the inner core
438
of the virtual tool, but may be within the outer core
436
of the virtual tool. The interaction process calculates a unit vector (V
ioutwardVector
) in the direction of the vertex V
i
should be moved to be placed outside the outer core
436
of the virtual tool (step
450
). The interaction process then calculates the distance or depth from the center of the virtual tool
434
to the vertex V
i
(step
452
) as the magnitude of the difference between the position of the vertex (V
iposition
) and the center
442
of the virtual tool (tool
position
). The interaction process then calculates the force that the vertex V
i
is applying to the user according to equation (27) below, in which V
iforce
represents the force to be applied to the vertex by the tool, TOOL_STIFFNESS represents the stiffness value of the outer core
436
, and TOOL_RADIUS represents the radius of the virtual tool (step
454
).
V
iforce
=TOOL_STIFFNESS (TOOL_RADIUS−depth) V
ioutwardVector
(27)
In one embodiment the value of TOOL_STIFFNESS is 0.6 Newtons. This method is applied to all vertices within the virtual tool so that all of these vertices contribute to the force calculation. The interaction process then determines the opposite reaction force by subtracting the force V
iforce
calculated in equation (27) from the force of the tool (step
456
).
In step
458
, the interaction process sets a vertex V
j
equal to the current position of the vertex V
i
and adds the vertex V
j
to the list of vertices to have its position updated (step
460
). An embodiment of a method for adding the vertex V
i
to the list of vertices to be updated will be described in more detail below in the discussion of FIG.
27
. In step
462
the interaction process marks the vertex V
i
as touching the volume of the virtual tool
434
and completes the collision detection process (step
464
).
In more detail and referring to
FIG. 22
, a flow chart illustrates the steps performed by one embodiment of the method of the present invention for adding the vertex V
i
to the list of vertices to be updated. In step
466
, the interaction process determines if the vertex V
i
should be added to the update list. In order for V
i
to be added to the update list three qualifications must be satisfied. First, V
i
must not already be on the update list. If V
i
is already on the update list, it does not need to be added. Second, the number of vertices in the update list must not exceed a predetermined maxim number of vertices. The purpose of limiting the number of vertices on the update list is to increase the speed of the application. Finally, the force exerted on the vertex by the virtual tool must exceed a force threshold. If these three qualifications are not met, V
i
is not added to the update list and the force being applied to the vertex V
i
by the virtual tool is set to zero (step
468
). If these three qualifications are met, V
i
is added to the update list (step
470
) and the number of vertices in the update list is incremented by one (step
472
).
Once the interaction process has located all the vertices V
i
that penetrate the volume of the virtual tool, i.e., completed the steps of the flowchart illustrated in
FIG. 19
, the interaction process returns to the flowchart show in
FIGS. 18A and 18B
and updates the state of the triangular mesh composing the virtual surface (step
474
).
FIG. 23
shows one embodiment of a method according to the present invention for updating the state of the virtual surface mesh. In step
476
, the interaction process determines if the current state of the virtual surface should be made the stable state of the surface. For example, if the user has deformed the virtual surface, the interaction process determines if the deformed state should be made the stable state. In one embodiment, the user may select whether the deformed state should be made the stable state. If the deformed state is to be made the stable state, the virtual surface will not return to its original state before it was deformed and the interaction process proceeds to step
478
to make the current deformed state of the virtual surface into the stable state.
For each vertex V
i
in the update list, the interaction process updates the position of the vertex. The interaction process sets the nominal position of the vertex equal to the current position of the vertex (step
480
). The interaction process also sets the velocity of the vertex and the acceleration of the vertex equal to zero (step
482
). As described above, each of the vertices of the virtual surface are connected to the other vertices of the virtual surface. These connections are modeled by a spring/dashpot model. For each spring/dashpot (E
i
) incident on the vertex V
i
, the interaction process resets the nominal length of E
i
so that the resultant force on the vertex V
i
is equal to zero (repeat loop including steps
484
,
486
and
488
). The interaction process sets the nominal length of E
i
to the current distance between the vertices on each end of E
i
(step
486
). The interaction process repeats steps
484
,
486
,
488
until all of the spring/dashpots E
i
incident on the vertex V
i
have had their nominal length adjusted. The interaction process then proceeds to step
490
and determines if there are more vertices on the update list. The interaction process repeats steps
478
,
480
,
482
,
484
,
486
,
488
, and
490
until all the vertices in the update list have been updated.
Referring again to step
476
, if the current state of the virtual surface is not to be made the stable state, for each vertex V
i
in the update list, the interaction process calculates the forces of the spring/dashpots incident on the vertex V
i
(repeat loop including steps
492
,
493
,
494
,
496
).
FIGS. 24A and 24B
show one embodiment of a method of the present invention for calculating the forces on a vertex V
i
due to the spring/dashpots incident on the vertex V
i
. For each spring/dashpot E
i
connected to the vertex V
i
, the surface interaction process executes the repeat loop beginning with step
498
and ending with step
500
. In step
502
the interaction process calculates the velocity of the spring/dashpot E
i
. E
iv1
and E
iv2
are the vertices at each end of the spring/dashpot. The interaction process uses the velocities of the vertices E
iv1
and E
iv2
to calculate the velocity with which the vertices are moving away from or toward each other. This velocity is referred to herein as E
ivelocity
. If E
ivelocity
is a positive value, the spring/dashpot E
i
is extending. The interaction process determines the current length of the spring/dashpot (E
ilength
) by calculating the magnitude of the displacement between the two end vertices E
iv1
and E
iv2
of the spring/dashpot (step
504
). Next the interaction process determines if the end vertex E
iv1
of the spring/dashpot E
i
is co-located with the vertex V
i
(step
506
).
If these two points are co-located, the interaction process calculates the force on the vertex V
i
due to the spring/dasbpot E
i
according to equation (28) below (step
508
).
V
iforce
=V
iforce
+E
ispringconstant
* (E
ilength
−E
inominallength
)(E
iv2
−E
iv1
)−E
idampingconstant
* E
ivelocity
(28)
Equation (28) sums the forces due to the spring model and due to the dashpot model. In equation (28), E
ispringconstant
represents the spring constant of the spring model and E
idampingconstant
represents the damping constant of the damping model. These values are determined by the stiffness of the virtual surface. In step
510
, the interaction process sets a vertex V
j
equal to the end vertex E
iv2
and sets the force incident on the vertex V
j
(V
jforce
) equal to a force equal in magnitude, but opposite in direction to the force on V
i
. The interaction process then adds the vertex V
j
to the list of vertices to be updated. In one embodiment, the interaction process executes the series of steps illustrated in the flowchart of FIG.
22
and described above to add the vertex V
j
to the list of vertices to be updated (step
512
).
If the vertex V
i
is not collocated with the end vertex E
iv1
of the spring/dashpot E
i
, the interaction process calculates the force on the vertex V
i
due to the spring/dashpot E
i
according to equation (29) below (step
514
).
V
iforce
=V
iforce
+E
ispringconstant
* (E
ilength
−E
inominallength
)(E
iv1
−E
iv2
)−E
idampingconstant
* E
ivelocity
(29)
The interaction process sets a vertex V
j
equal to the end vertex E
iv1
and sets the force incident on the vertex V
j
(V
jforce
) equal to a force equal in magnitude, but opposite in direction to the force on V
i
(step
516
). The interaction process then adds the vertex V
j
to the list of vertices to be updated. In one embodiment, the interaction process executes the series of steps illustrated in the flowchart of FIG.
22
and described above to add the vertex V
j
to the list of vertices to be updated (step
518
).
After the interaction process calculates the forces on the vertices V
i
and V
j
and, if necessary, add the vertex V
j
to the list of vertices to be updated, the interaction process determines if there are more spring/dashpots incident on the vertex V
i
. If there are, the interaction process returns to step
506
and repeats the series of steps described above. If not, the interaction process proceeds to step
520
.
In step
520
, the interaction process determines the spring/dasbpot connecting the current position of the vertex V
i
to the nominal position of V
i
. This spring/dashpot is referred to the homespring/homedashpost (E
nominal
). The purpose of the E
nominal
is to cause the vertex V
i
to return to its nominal (or “home”) position when no outside forces due to other spring/dashpots or the user are executed on the vertex V
i
. The interaction process calculates the velocity of E
nominal
(step
522
) and the length of E
nominal
(step
524
) using a method similar to the method described above for finding the velocity and length of E
i
(steps
502
and
504
). Next, the interaction process determines if the end vertex (E
nominalv1
) of the spring/dashpot E
nominal
is collocated with the vertex V
i
(step
526
). If these two points are collocated, the interaction process calculates the force on the vertex V
i
due to the spring/dashpot E
nominal
according to equation 30 below (step
528
).
E
nominalforce
=E
nominalspringconstant
* (E
nominallength
−E
nominalnominallength
) (E
nominalv2
−E
nominalv1
)−E
nominaldampingconstant
* E
nominalvelocity
(30)
Similar to equation (28) above, equation (30) sums the forces due to the spring model and dashpost model of the homespring/dashpot. In equation (30), E
nominalspringconstant
represents the spring constant of the homespring model and E
nominaldampingconstant
represents the damping constant of the homedashpot model. These values are determined by the stiffness of the virtual surface.
If the vertex V
i
is not collocated with the end vertex E
nominalv1
, it is collocated with the end vertex E
nominalv2
and the interaction process calculates the force on the vertex V
i
due to the homespring/homedashpot E
nominal
according to equation (31) below (step
530
).
E
nominalforce
=E
nominalspringconstant
* (E
nominallength
−E
nominalnominallength
) (E
nominalv1
−E
nominalv2
)−E
nominaldampingconstant
* E
nominalvelocity
(31)
After the interaction process calculates the force on the vertex V
i
due to the homespring/homedashpot E
nominal
, the interaction process determines if the nominal force is greater than a predetermined threshold force (step
532
). The purpose of this step is to determine if the virtual surface should be plastically deformed rather than visco-elastically deformed. If the threshold nominal force approaches infinity, the virtual surface will only be viscoelastically deformed. If the nominal force calculated in step
528
or
530
is less than the threshold nominal force, the virtual surface is visco-elastically deformed and the interaction process proceeds to step
534
and calculates the total force on the vertex V
i
. The total force on the vertex V
i
is the sum of the forces due to the spring/dashpots E
i
incident on the vertex V
i
and the nominal force due to the spring/homedashpot E
nominal
.
If the nominal force calculated in step
528
or
530
is greater than the threshold nominal force, the nominal position of the vertex V
i
is updated (step
536
). The nominal position of the vertex V
i
is moved to a position such that the nominal force is approximately equal to the threshold nominal force (step
536
). All of the spring/dashpots E
i
incident to V
i
are also adjusted such that their nominal lengths and velocities are well-behaved with the new nominal position of V
i
(step
538
). The interaction process then calculates the total force on V
i
in step
534
as described above.
Referring again to
FIG. 23
, after the interaction process has calculated the total force on each of the vertices V
i
, the interaction process updates the states of the vertices (step
540
).
FIG. 25
shows one embodiment of a method according to the invention for updating the state of the vertices V
i
. The interaction process repeats steps
542
,
544
,
546
,
548
,
550
,
552
, and
554
for each vertex V
i
that is to be updated. First, in step
544
, the interaction process integrates the state of V
i
according to the acceleration, velocity, and position equations (32), (33), and (34), as follows.
V
iacceleration
=V
iforce
/V
imass
(32)
V
ivelocity
=V
ivelocity
+(delta t)(V
iacceleration
) (33)
V
iposition
=V
iposition
+(delta t)(V
ivelocity
) (34)
Once the interaction process has integrated the state of the vertex V
i
, the interaction process determines if the velocity V
i
velocity of the vertex V
i
is less than a predetermined threshold velocity VELOCITY-THRESHOLD) and if the force on the vertex (V
iforce
) is less than a predetermined threshold force (FORCE_THRESHOLD) (step
546
). If V
ivelocity
is less than VELOCITY-THRESHOLD and V
iforce
is less than FORCE_THRESHOLD, the interaction process removes the vertex V
i
from the update list (step
548
). The interaction process also decrements the number of vertices in the update list by one (step
550
) and sets the force on the vertex V
i
to zero. If V
ivelocity
is not less than VELOCITY_THRESHOLD or if V
iforce
is not less than FORCE_THRESHOLD, V
i
is not removed from the update list and the force on the vertex V
i
is set to zero (step
552
). The interaction process then determines if there are more vertices on the update list (step
554
). If there are additional vertices on the update list, the interaction process returns to step
542
. If not, the interaction process returns to the flow chart of FIG.
23
.
After the states of the vertices are updated (step
540
), the surface updating process is complete (step
556
). Referring against to
FIG. 18B
, after the virtual surface mesh is updated (step
474
), the interaction process calculates the force to be applied to the user through a haptic interface device due to the triangular surface S
i
(step
558
).
FIG. 26
shows one embodiment of a method of the present invention for calculating the force to be applied to a user due to a triangular surface S
i
. The interaction process repeats the steps illustrated by the flow chart of
FIG. 26
for each vertex V
i
of the surface S
i
marked as touching the tool volume (repeat loop including steps
560
,
562
,
564
,
566
,
568
,
570
,
572
,
574
and
576
). For a vertex V
i
marked as touching the volume of the virtual tool, the interaction process unmarks the vertex V
i
as touching the volume of the virtual tool (step
562
). Next, in step
564
the interaction process determines the component of the force normal to the surface S
i
which the vertex V
i
is applying to the user. The normal component F
normalcomponent
of its force is equal to the component of the vector V
iforce
calculated in step
534
of
FIG. 24B
along the vector V
ioutwardVector
calculated in step
450
of FIG.
20
. The interaction process then sets the force on the vertex V
i
(V
iforce
) equal to the previous V
iforce
calculated above minus the normal component F
normalcomponent
(step
566
). The interaction process sets a vertex V
j
equal to the vertex V
i
(step
568
) and adds the vertex V
j
to the update list. In one embodiment, the interaction process executes the steps of the flowchart shown in
FIG. 22
to add the vertex V
j
to the list of vertices to be updated.
In step
572
, the interaction process adds a vector equal in magnitude and opposite in direction to the vector F
normalcomponent
to the tool force calculated in step
456
of FIG.
20
. In one embodiment this vector may be added by being filtered with the existing tool force. In step
574
, the interaction process adds a friction component to the force V
iforce
on the vertex V
i
. The interaction process then determines if there are more vertices V
i
of the surface S
i
that are marked as touching the tool volume. If there are, the interaction process returns to step
560
. If there are none, the interaction process returns to the flowchart of
FIG. 18B
(step
558
).
Referring again to
FIG. 18B
, the interaction process next integrates the state of the vertices (step
580
) as discussed above. In step
582
, the interaction process determines if there are more connected surfaces S
i
. If there are, the interaction process returns to step
416
and repeats steps
416
,
418
,
474
,
558
,
580
and
582
. If there are none, the interaction force proceeds to step
584
and adds additional forces to the force to be applied to the user (tool
force
). These additional forces may include gravity, viscous forces, and friction forces. After these additional forces are added, the force to be applied to the user (tool
force
) is sent to the haptic interface device (step
586
). The interaction process then determines if the user has selected to quit the application (step
588
). If the user has not quit, the interaction process returns to step
400
. If the user has quit, the application ends (step
590
).
FIGS. 27A and 27B
depict graphical representations of a virtual object in the form of a cube
600
, showing the polygonal mesh surface structure, and an ellipsoidal virtual tool
602
prior to and after plastic deformation of the cube
600
, respectively.
FIGS. 28A and 28B
depict graphical representations of a virtual object in the form of a human heart
604
, showing the polygonal mesh surface structure, and a spherical virtual tool
606
prior to and during visco-elastic deformation of the heart
604
, respectively.
The tool interaction defined in the rigid and plastic deformation embodiments may be a hybrid fiducial object as that term is defined in U.S. patent application Ser. No. 08/627,432 filed Apr. 4, 1996, entitled Method and Apparatus for Determining Forces to be Applied to a User Through a Haptic Interface, the disclosure of which is incorporated herein by reference. The virtual tool is an object that is kept on the interacted surface and compelled toward the haptic interface by a spring and dashpot element connected to the center of the tool. The tool, however, is not defined as a point. Instead, the tool occupies a volume and the center of the tool may be regarded as the fiducial center. Additionally, the tool is guided out of and is tangent to the surface through a gradient vector field defined above and below the surface of the tool. The gradient field interacts with the vertices of the surface by means of a distributed spring wall method; however, the vertices are part of the surface and the tool is the haptic interaction object. In the case of plastic deformation, instead of the tool moving out of the surface, the gradient field guides the vertices of the surface out of the tool.
Having described preferred embodiments of the invention, it will be apparent to one of skill in the art that other embodiments incorporating the concepts may be used. For example, a visco-elastically deformable virtual object may include several layers or sub-surfaces, each with differing visco-elastic characteristics to represent a subdural tumorous growth. Accordingly, the invention should not be limited to the disclosed embodiments, but rather should be limited only by the spirit and scope of the following claims.
标题 | 发布/更新时间 | 阅读量 |
---|---|---|
一种基于语音的交互方法、装置、介质和电子设备 | 2020-05-12 | 4 |
用于在虚拟环境中优化中断处理的系统和方法 | 2021-03-22 | 0 |
划分高速缓存的方法及装置 | 2021-02-08 | 6 |
一种变阻抗和基于事件的触觉反馈控制方法 | 2020-11-24 | 4 |
System and method for performance data collection in a virtual environment | 2021-05-12 | 2 |
INITIATE EVENTS THROUGH HIDDEN INTERACTIONS | 2021-03-06 | 7 |
Running add-on components in virtual environments | 2021-04-01 | 5 |
METHOD AND APPARATUS FOR A VIRTUAL IMAGE WORLD | 2021-09-19 | 9 |
Method of designing a product in a virtual environment | 2022-04-23 | 3 |
가상화 환경에서 NUI 및 NUX를 시뮬레이션하는 방법 및 장치 | 2021-03-08 | 2 |
高效检索全球专利专利汇是专利免费检索,专利查询,专利分析-国家发明专利查询检索分析平台,是提供专利分析,专利查询,专利检索等数据服务功能的知识产权数据服务商。
我们的产品包含105个国家的1.26亿组数据,免费查、免费专利分析。
专利汇分析报告产品可以对行业情报数据进行梳理分析,涉及维度包括行业专利基本状况分析、地域分析、技术分析、发明人分析、申请人分析、专利权人分析、失效分析、核心专利分析、法律分析、研发重点分析、企业专利处境分析、技术处境分析、专利寿命分析、企业定位分析、引证分析等超过60个分析角度,系统通过AI智能系统对图表进行解读,只需1分钟,一键生成行业专利分析报告。