The god-finger method for improving 3D interaction with virtual objects through simulation of contact area

The god-finger method for improving 3D interaction with virtual objects through simulation of contact area
复制标题

通过模拟接触面积来改善与虚拟对象的 3D 交互的神指法

DOI:
10.1109/3dui.2013.6550206
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发表时间:
2013
期刊:
2013 IEEE Symposium on 3D User Interfaces (3DUI)
影响因子:
--
通讯作者:
A. Lécuyer
A. Lécuyer
中科院分区:
--
文献类型:
--
作者:
Anthony Talvas;M. Marchal;A. Lécuyer

文献摘要

被引文献

相似文献

在基于物理的虚拟环境中,与对象的交互通常通过接触点发生,这些接触点几乎不代表用户的手和虚拟对象之间的接触区域。这种接触的表现与现实生活中的情况形成了鲜明对比,在现实生活中,我们的指垫能够轻微变形,以匹配被触摸物体的形状。在本文中,我们提出了一种称为神手指的方法来模拟由碰撞检测确定的单个接触点的接触区域,该方法适用于刚体物理引擎。该方法使用对象的几何形状和施加于其的力来确定将模拟用户的代理和虚拟对象之间的接触区域的存在的附加接触点。它可以通过以类似于实际手指垫的方式约束被触摸对象的旋转来改进对对象的操纵。在物理引擎中的实现表明,该方法在保持高模拟率的同时,在操纵对象时可以产生更真实的行为。
In physically-based virtual environments, interaction with objects generally happens through contact points that barely represent the area of contact between the user's hand and the virtual object. This representation of contacts contrasts with real life situations where our finger pads have the ability to deform slightly to match the shape of a touched object. In this paper, we propose a method called god-finger to simulate a contact area from a single contact point determined by collision detection, and usable in a rigid body physics engine. The method uses the geometry of the object and the force applied to it to determine additional contact points that will emulate the presence of a contact area between the user's proxy and the virtual object. It could improve the manipulation of objects by constraining the rotation of touched objects in a similar manner to actual finger pads. An implementation in a physics engine shows that the method could make for more realistic behaviour when manipulating objects while keeping high simulation rates.