Abstract

Haptic rendering is referred to as an approach for complementing graphical model of the virtual object with mechanics- based properties. As a result, when the user interacts with the virtual object through a haptic device, the object can graphically deflect or deform following laws of mechanics. In addition, the user is able to feel the resulting interaction force when interacting with the virtual object. This paper presents a study of defining the levels-of-detail (LOD) in point-based computational mechanics for haptic rendering of objects. The approach uses the description of object as a set of sampled points. In comparison with the finite element method (FEM), point-based approach does not rely on any predefined mesh representation and depends on the point representation of the volume of the object. Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in FEM, in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle. This frame work can offer the implementation of the notion for levels-of-detail techniques for which can be used to tune the haptic rendering environment for in- creased realism and computational efficiency. This paper presents some initial experimental studies in implementing LOD in such environment.

Highlights

  • Interactive virtual training environment has been gaining a great popularity over the past decades

  • Different from solving the governing equations of motion representing the entire object based on pre-defined mesh representation which is used in finite element method (FEM), in point-based modeling approach, the number of points involved in the computation of displacement/deformation can be adaptively defined during the solution cycle

  • The paper is organized as follow: Section 2 presents an overview of the point-based computational mechanics; Section 3 presents a definition for LOD which was used in this paper; Section 4 presents some experimental studies of our proposed LOD and Section 5 presents some concluding remarks

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Summary

Introduction

Interactive virtual training environment has been gaining a great popularity over the past decades. In general mass-spring modeling approach offers a simple and computationally efficient framework for developing interactive virtual training environment. Another approach for modeling deformable or flexible objects is based on finite element methods (FEM) and its various extensions. [19] presented a point-based approach for animating elasto-plastic solids, where a novel computational scheme based on displacement gradient is introduced using neighborhood optimization In this analysis it was shown the point-based approach can give comparable results to that of approach based on FEM and can be used as an accurate representation and solution in haptic interaction [20]. The paper is organized as follow: Section 2 presents an overview of the point-based computational mechanics; Section 3 presents a definition for LOD which was used in this paper; Section 4 presents some experimental studies of our proposed LOD and Section 5 presents some concluding remarks

Point-Based Mechanics
Definition of Levels-of-Detail
Conclusion

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