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Proceedings ArticleDOI

Recordable Haptic textures

01 Jan 2006-pp 130-133
TL;DR: A method to record the surface texture of real life objects like metal files, sandpaper etc that can subsequently be played back on virtual surfaces using commonly available haptic hardware and the 3DOF SensAble PHANToM is presented.
Abstract: In this paper we present a method to record the surface texture of real life objects like metal files, sandpaper etc. These textures can subsequently be played back on virtual surfaces. Our method has the advantage that it can record textures using commonly available haptic hardware. We use the 3DOF SensAble PHANToM to record the textures. The algorithm involves creating recordings of the frequency content of a real surface, by exploring it with a haptic device. We estimate the frequency spectra at two different velocities, and subsequently interpolate between them on a virtual surface. The extent of correlation between real and simulated spectra was estimated and a near exact spectral match was obtained. The simulated texture was played back using the same haptic device. The algorithm to record and playback textures is simple and can be easily implemented for planar surfaces with uniform textures
Citations
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Journal ArticleDOI
01 Sep 2021-Displays
TL;DR: An algorithm is proposed for virtual texture simulation by using solid noise, where only a few parameters need to be altered to generate a range of realistic and diverse textures by reproducing different frequencies similar to that of real vibrational signals in a virtual environment.

2 citations

Book ChapterDOI
24 Jun 2014
TL;DR: A genetic algorithm is introduced, which is used to identify the virtual object’s properties based on haptic recordings, so that the haptic rendering can be reproduced without requiring the original HVE software to be deployed.
Abstract: Haptics has provided people with new computer interaction styles across a range of applications. However, it is difficult to share haptic experiences from haptic virtual environments (HVEs). In this paper, we introduce a genetic algorithm (GA) approach, which is used to identify the virtual object’s properties (e.g. stiffness, friction coefficient and geometry parameters) based on haptic recordings, so that the haptic rendering can be reproduced without requiring the original HVE software to be deployed.

1 citations

Journal ArticleDOI
TL;DR: Wang et al. as mentioned in this paper proposed an adaptive fractional differential method based on the composite sub-band gradient vector of the sub-image obtained by wavelet decomposition of the image texture.
Abstract: The fractional differential algorithm has a good effect on extracting image textures, but it is usually necessary to select an appropriate fractional differential order for textures of different scales, so we propose a novel approach for haptic texture rendering of two-dimensional (2D) images by using an adaptive fractional differential method. According to the fractional differential operator defined by the Grünvald–Letnikov derivative (G–L) and combined with the characteristics of human vision, we propose an adaptive fractional differential method based on the composite sub-band gradient vector of the sub-image obtained by wavelet decomposition of the image texture. We apply these extraction results to the haptic display system to reconstruct the three-dimensional (3D) texture force filed to render the texture surface of two-dimensional (2D) images. Based on this approach, we carry out the quantitative analysis of the haptic texture rendering of 2D images by using the multi-scale structural similarity (MS-SSIM) and image information entropy. Experimental results show that this method can extract the texture features well and achieve the best texture force file for 2D images.
References
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Proceedings ArticleDOI
01 Feb 1990
TL;DR: The force display technology used in the Sandpaper system is a motor-driven two-degree of freedo m joystick, which computes the appropriate forces for the joystick's motors in real-time.

546 citations


"Recordable Haptic textures" refers methods in this paper

  • ...To incorporate these features in a virtual model, we require a quick and efficient method of recording and reproducing these textures....

    [...]

Proceedings ArticleDOI
01 Aug 2001
TL;DR: A system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects, using a highly automated robotic facility that can scan behavior models of whole objects.
Abstract: We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for interaction with force-feedback, and contact sounds. The system we describe uses a highly automated robotic facility that can scan behavior models of whole objects. We provide a comprehensive view of the modeling process, including selection of model structure, measurement, estimation, and rendering at interactive rates. The results are demonstrated with two examples: a soft stuffed toy which has significant deformation behavior, and a hard clay pot which has significant contact textures and sounds. The results described here make it possible to quickly construct physical interaction models of objects for applications in games, animation, and e-commerce.

209 citations

Journal ArticleDOI
TL;DR: An efficient haptic rendering method for displaying the feel of 3-D polyhedral objects in virtual environments (VEs) using a hierarchical database, multithreading techniques, and efficient search procedures to reduce the computational time.
Abstract: Computer haptics, an emerging field of research that is analogous to computer graphics, is concerned with the generation and rendering of haptic virtual objects. In this paper, we propose an efficient haptic rendering method for displaying the feel of 3-D polyhedral objects in virtual environments (VEs). Using this method and a haptic interface device, the users can manually explore and feel the shape and surface details of virtual objects. The main component of our rendering method is the “neighborhood watch” algorithm that takes advantage of precomputed connectivity information for detecting collisions between the end effector of a force-reflecting robot and polyhedral objects in VEs. We use a hierarchical database, multithreading techniques, and efficient search procedures to reduce the computational time such that the haptic servo rate after the first contact is essentially independent of the number of polygons that represent the object. We also propose efficient methods for displaying surface properties of objects such as haptic texture and friction. Our haptic-texturing techniques and friction model can add surface details onto convex or concave 3-D polygonal surfaces. These haptic-rendering techniques can be extended to display dynamics of rigid and deformable objects.

201 citations


"Recordable Haptic textures" refers methods in this paper

  • ...We present in this paper simple and easily implementable method....

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  • ...This algorithm is simple and an advantage of this method is the ease with which the texture is recorded and played....

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Proceedings ArticleDOI
22 Apr 1996
TL;DR: The authors present a simple, fast algorithm to synthesize haptic textures from statistical properties of surfaces, which has been successfully implemented on a two-degree-of-freedom haptic interface (the Pantograph).
Abstract: All objects have a surface roughness which manifests itself as small forces when objects slide under load against each other. Simulating this roughness haptically enriches the interaction between a user and a virtual world, just as creating graphical textures enhances the depiction of a scene. As with graphical textures, a major design constraint for haptic textures is the generation of a sufficiently "realistic" texture given hard constraints on computational costs. The authors present a simple, fast algorithm to synthesize haptic textures from statistical properties of surfaces. The synthesized texture can be overlaid on other contact models, such as hard contact with Coulomb friction. The algorithm requires minimal hardware support, and can be implemented on a variety of force-feedback mechanisms. It has been successfully implemented on a two-degree-of-freedom haptic interface (the Pantograph).

116 citations


"Recordable Haptic textures" refers background in this paper

  • ...Our method uses the commonly available SensAble PHANToM ® to record textures from real surfaces....

    [...]

  • ...We use the 3DOF SensAble PHANToM ® to record the textures....

    [...]

  • ...Keywords – Haptics, Textures, Signal Processing, FFT,PHANToM I. INTRODUCTION Modeling interaction behavior is essential and challenging for creating interactive virtual environments....

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  • ...This is accomplished by estimating the frequency spectrum of vertical perturbations while dragging the tip of the PHANToM on a real surface laterally....

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  • ...Figure 1 shows how the PHANToM is used to explore the surface of a metal file....

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Proceedings ArticleDOI
TL;DR: Two new rendering methods for haptic texturing are presented for implementation of stochastic based texture models using a 3 DOF point interaction haptic interface.
Abstract: Recent research in haptic systems has begun to focus on the generation of textures to enhance haptic simulations. Synthetic texture generation can be achieved through the use of stochastic modeling techniques to produce random and pseudo-random texture patterns. These models are based on techniques used in computer graphics texture generation and textured image analysis and modeling. The goal for this project is to synthesize haptic textures that are perceptually distinct. Two new rendering methods for haptic texturing are presented for implementation of stochastic based texture models using a 3 DOF point interaction haptic interface. The synthesized textures can be used in a myriad of applications, including haptic data visualization for blind individuals and overall enhancement of haptic simulations.

79 citations


"Recordable Haptic textures" refers methods in this paper

  • ...To simulate textures on a virtual surface, we employ linear interpolation between these two recorded samples based on the velocity of the tip of the phantom on the virtual surface....

    [...]