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SPEM: A new haptic rendering method based on time coherence

机译:SPEM:一种基于时间相干性的新触觉渲染方法

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摘要

Nowadays many interactive computer graphics applications use the haptic channel to achieve higher degrees of immersion. Most of these systems have to deal with soft bodies and they always demand higher and higher levels of realism, increasing the complexity of the animated scenarios. Therefore, the techniques used to animate the objects should be very efficient to grant interactivity. Furthermore, one of the most important issues in physically based simulations is to keep the model stable under all simulation conditions. This paper presents a technique called Separated Proxy-Effector Method (SPEM ) to keep high levels of stability in the haptic response without degrading the performance of the simulation system. SPEM is fast, haptic plausible, robust, and it deals with soft bodies. Experimental results show the advantages of this new approach from the point of view of stability, in particular if it is compared with distance-based minimization techniques. Its simplicity grants efficient implementations for a wide range of applications.
机译:如今,许多交互式计算机图形应用程序都使用触觉通道来实现更高的沉浸度。这些系统中的大多数必须处理柔体,并且它们始终要求越来越高的真实感,从而增加了动画场景的复杂性。因此,用于动画化对象的技术应该非常有效地授予交互性。此外,基于物理的仿真中最重要的问题之一是在所有仿真条件下保持模型稳定。本文提出了一种称为“分离代理效应器方法”(SPEM)的技术,可以在不降低仿真系统性能的前提下,保持触觉响应的高度稳定性。 SPEM快速,触觉合理,健壮,并且可以处理软体。实验结果从稳定性的角度证明了这种新方法的优势,特别是与基于距离的最小化技术进行比较时。它的简单性为广泛的应用程序提供了有效的实现。

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