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Ikumi Susa, Makoto Sato, Shoichi Hasegawa Tokyo Institute of Technology Multi-Rate Multi-Range Dynamic Simulation for Haptic Interaction
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Page 1: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Ikumi Susa,

Makoto Sato,

Shoichi Hasegawa

Tokyo Institute of Technology

Multi-Rate Multi-Range Dynamic Simulation for Haptic Interaction

Page 2: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Multi-Rate System for Haptic Interaction

Motivation

Complicated virtual world

high polygon, multi-body, deformable objects, fluid

High quality haptic display

stable, stiff, friction, texture

・Intermediate Representation [Adachi et al., 1995], [Mark et al., 1996], [Hasegawa et al., 1999]

・Virtual Coupling [Otaduy et al., 2006], [Akahane et al., 2006]

・Constraint based Coupling [Ortega et al., 2007]

・Deformable Object [Mendoza and Laugier, 2001]

Page 3: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Physics Simulation

Haptic Artifacts Multi-thread synchronization causes time delay

Time delay makes discrepancy between physics simulation and haptic rendering

Physics Simulation

Haptic Rendering

Synchronization

Physics Simulation

Haptic Rendering Haptic Rendering

Synchronization

force force

move move

Physics Thread

Haptic Thread

Page 4: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Physics Simulation

Haptic Artifacts Multi-thread synchronization causes time delay

Time delay makes discrepancy between physics simulation and haptic rendering

Physics Simulation

Haptic Rendering

Synchronization

Physics Simulation

Haptic Rendering Haptic Rendering

Synchronization

force force

move move

Physics Thread

Haptic Thread

Page 5: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Related Work

Building a local world in relation to a global world

Making a contact graph

[Glondu et al. 2010] A new coupling scheme for haptic rendering of rigid bodies interactions based on a haptic sub-world using a contact graph

global world (low update rate)

A group of objects in contact with each other

make a copy

local world (high update rate)

• haptic rendering • local dynamics simulation

haptic pointer

Page 6: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

neighboring object

Range of the Local World

Missing the contact forces

Neighboring objects of the haptic pointer

Nth object from the haptic pointer

Difficult to display adequate force feedback

Same problem will cause

haptic pointer

haptic pointer

Page 7: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Approach

To include all contact forces for local simulation

Pre-simulation with perturbation force and predicting accelerances of neighboring objects

“Testing Simulation”

Running the local simulation based on prediction

Haptic Rendering, Local Simulation

Synchronization

Testing Simulation Global Simulation

Physics Step

Testing Simulation Global Simulation

Physics Step

Haptic Rendering, Local Simulation

prediction

Haptic Step Haptic Step

Page 8: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Method

Selecting the objects nearby the haptic pointer

Representing the relation between movement of the neighboring object and the force added by the haptic pointer

neighboring object

haptic pointer

Page 9: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Motion of the neighboring object

mechanical impedance matrix

velocity and angular velocity of a neighboring object

force added by the haptic pointer

external force like gravity

point of application of the force

neighboring object

Page 10: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Accelerance Matrix

A matrix which transforms force into acceleration

features inverse mass-inertia matrix

the motion can be computed as linear model

accelerance matrix (∈R6×3)

acceleration term(∈R6)

Compute A, b by the testing simulation

Page 11: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Testing Simulation

Compute the Accelerance Matrix Perturbation

Force f2

Perturbation Force f1

Perturbation Force f3

Step the Simulation update velocity

Step the Simulation update velocity

Step the Simulation update velocity

Step the Simulation update velocity

neighboring point or contact point

y

z x

f1 f2 f3

u(t)

u0(t+Δt)

u1(t+Δt)

u2(t+Δt)

u3(t+Δt)

Page 12: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Computation of Accelerance Matrix

Difference equation of motion

known

Page 13: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Local Dynamics Simulation

In the haptic step, after the haptic rendering

Using the accelerance matrix and rendered force

current velocity angular velocity

rendered force

Haptic Rendering, Local Simulation Haptic Rendering, Local Simulation

Haptic Step Haptic Step

Page 14: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Methods for Comparison

Method 1 : Updates simulation with high cycle

Method 2 : Using local dynamics simulation

Method 3 :Using impulse communication

Physics Simulation (1ms)

Haptic Rendering (1ms)

Physics Simulation (50ms)

Haptic Rendering (1ms)

[Hasegawa et al.]

Global Simulation (50ms)

Local Simulation Haptic Rendering

(1ms)

Page 15: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Comparison of the Computation Time

Measuring computation time of physics simulation one step of the simulation

Situation

Pushing the virtual cubes with the haptic pointer

10 virtual cubes

Indicators for comparison

Computation Duty Factor = Computation Time

Time Step

*computation duty factor <= 1 means completed the simulation in real time

Page 16: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

0

0.5

1

1.5

2

2.5

3

3.5

4

0 0.5 1 1.5 2 2.5 3 3.5 4 4.5 5

com

puta

tion d

uty

facto

r

elapsed time of the simulation [s]

Virtual Cube : 10

Method 1 (1ms) (1kHz)

Method 3 (50ms) (impulse) Method 2 (50ms)

(local dynamics)

about 15 times shorter

Page 17: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Summary and Future Work

Parallel dynamic simulation for haptic interaction

Accelerance matrix can include all contact forces for local simulation

Extend to 6-DoF force feedback

Support deformable objects

Page 18: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

Thank you !

Page 19: Multi-Rate Multi-Range Dynamic Simulation for Haptic ...

Tokyo Institute of Technology Tokyo Institute of Technology

b. Haptic rendering

c. Local dynamics

simulation (with nonlinear force)

Haptic Thread (high update rate) Haptic Interface Physics Thread (low update rate)

haptic pointer

2. Find the

neighboring

objects of the

haptic pointer

4. Synchronize with the local dynamics

simulation ・intermediate representations

・accelerances of the neighboring objects

・nonlinear forces

e. Synchronize with the global dynamics

simulation ・poses and velocities

of the neighboring objects

・forces between haptic pointer

and neighboring objects

3. Calculate the accelerances

of the neighboring objects

1.Global dynamics simulation step i step j(=0)

b. Haptic rendering

c. Local dynamics

simulation

a. Update the state of

the haptic pointer

a. Update the state of

the haptic pointer

4 perturbation force

step j(=n-1)

A, b fn

s, u

fo(i, n-1)

force fd

pseudo-step

i+1

intermediate representation (contact points, normal on a object)

force fd


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