A comparative study between real force made in experiment and virtual force made in octree-based algorithm

A comparative study between real force made in experiment and virtual force made in octree-based algorithm
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实验真实力与八叉树算法虚拟力的对比研究

DOI:
10.1109/roman.1999.900364
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发表时间:
1999
期刊:
8th IEEE International Workshop on Robot and Human Interaction. RO-MAN '99 (Cat. No.99TH8483)
影响因子:
--
通讯作者:
T. Ikuta
T. Ikuta
中科院分区:
--
文献类型:
--
作者:
H. Noborio;S. Saeki;T. Ikuta

文献摘要

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在本文中,我们提高了精度的一个有效的算法生成静态和动态对象之间的三维图形环境中的虚拟冲击力。提出了一种基于八叉树表示的虚拟冲击力生成算法。在八叉树表示中,对象的所有块被X、Y和Z轴同步排序,因此它们的干扰可以通过三个轴上的同步二分搜索来拾取。事实上,在一台流行的个人电脑上,两个物体之间的碰撞有数百个或更多的补丁,可以在不到几毫秒的时间内恢复。由于该算法的性能,可用于传感器反馈控制。我们算法的遗留问题是增加生成力的真实性。在这项研究中,我们假设这两个物体都被定义为铁。在这种情况下,寻找不同物体的顶点与面片之间或边与边之间的初始接触就显得非常重要。为此,我们开发了一个有效的算法来找到初始接触。然后,我们建立接触和摩擦模型,并通过比较实验中产生的真实的力与我们的算法产生的虚拟力来校准它们。通过实验比较,提高了算法对由接触力和摩擦力组成的冲击力的计算精度。
In this paper, we improve the precision of an efficient algorithm for generating a virtual impulse force between static and dynamic objects in a 3D graphics environment. The authors proposed an efficient algorithm to generate a virtual impulse force based on the octree representation. In the octree representation, all patches of objects are synchronously sorted by X, Y, and Z axes, and therefore their interference can be picked up by the synchronous binary search on the three axes. In fact, collisions between two objects with hundred or more patches can be retrieved less than a few milli-second at a popular personal computer. Because of the performance, the algorithm can be used in a sensor feedback control. The leftover problem of our algorithm is to increase a reality of a generated force. In this research, we assume both objects are defined as iron. In this case, to find an initial contact between vertex and patch of different objects or edge and edge of them is great importance. For this purpose, we develop an efficient algorithm to find the initial contact. Then, we build models of contact and friction and calibrate them by comparing a real force made in an experiment with a virtual force generated by our algorithm. By the experimental comparison, we increase the precision of an impulse force composed of contact and friction forces in our algorithm.