Haptic Rendering of Large-Scale VEs

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Haptic Rendering of Large-Scale VEs Dr. Mashhuda Glencross and Prof. Roger Hubbold Manchester University (UK) EPSRC Grant: GR/S23087/0

Perceiving the Sense of Touch Important considerations: Burdea: Haptic response within 1KHz or better Severe limits on computation Devices types vary Impedance Control. Admittance Control.

The FCS HapticMASTER Device used: 3 DOF input 3 DOF output Admittance control Server PC controls arm VxWorks real-time OS FCS haptic API Photo courtesy of FCS

The FCS HapticMASTER Device workspace: Image courtesy of FCS

Cohap3D Vendor APIs are never enough: Researchers always want to do more than the API supports Building haptically enabled apps should be easy Application developer should not have to be aware of the needs/limitations of the haptic rendering Developers should not have to treat graphical/haptic representations separately

Cohap3D A VR system with Haptics: Graphical primitives manage haptic counterparts Transparent complexity management Accelerated Graphics Spatial partitioning Platform independent

Cohap3D An extendable framework: Maverik++ - OpenGL based Both Maverik++ and Cohap3D are C++ libraries Cohap3D transparently uses the FCS haptic API to program the haptic server

Cohap3D Case Study Haptic rendering of Large-Scale VEs: Haptic server handles limited number of primitives Automatic culling to a haptic region Cache mechanism takes candidates and chooses those to activate/de-activate Continually updates as the user navigates

Case Study Caching policy Overview: Enabled Possible candidates Voxellised region of space

Large-Scale Models Video showing cached primitives added and removed as the user navigates:

Large-Scale Models Video showing a user haptically interacting with a large model:

Case Study Issues Current issues which affect usability: Primitives may be enabled after the user has accidentally passed through them The application may start up with the end-effector inside a haptically enabled primitive Very small thin primitives may not offer much resistance Not all the primitives in our models are currently supported

Case Study Performance Performance: Number of primitives - > 25,000 Polygon count - >half a million Average number of possible candidates - 300 Haptically enabled primitives 30 Client PC spec 3.2 GHz, 1GB RAM, NVidia GeForce 5950 FX Haptic server PC spec low by modern standards

Additional Cues Model scale vs. device scale: Model scale is very large Operating scale of device is small Only a small portion within reach Colour mask applied to everything outside the workspace Improves user s ability to navigate/interact

Navigation We needed buttons! Built our own Navigation scheme Appears as a standard mouse Similar to a rate controlled joystick

Limitations Most Frameworks don t do everything: Currently only supports a HapticMASTER device Haptically enabled primitives need to be generalised Currently only allows single user haptically enabled VE applications to be built

Future Developments Improve culling algorithms Extend API for Phantom Support collaboration

Further Information Further information about the research carried out by our group can be found at: http://aig.cs.man.ac.uk