Abstract

In many haptic applications, producing a sharp feeling of impact is crucial for high-fidelity force feedback rendering of virtual objects (VOs). Although suitable for rendering collision-rich haptic interactions, impulse-based methods are rarely used in a pure form. Instead, they are combined with penalty-based elements in different forms such as virtual couplings (VCs) and hybridization. In this paper, we first propose the direct impulse-based paradigm for rendering haptic contacts using a new sampled-data interpretation of the impact problem. Then, we cast this interpretation into a systematic framework entitled the generalized contact controller (GCC). This enables us to implement different contact rendering methods as controllers and to improve them by appropriating a wide array of analysis and design tools developed in the control field. We specifically show how to apply position and velocity corrections to the purely impulse-based contact controller for enhancing its energy and sustained contact characteristics, and how to add an anti-windup compensator (AWC) for meeting actuation limits. These propositions are validated via simulation and experiments, as well as via human perception studies. Results show the promising aspects of the proposed impulse-based methods for generating a sharper unfiltered feeling of rigid-body contacts even at low sampling rates.

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