Abstract
Haptic simulations strive to provide users with realistic renditions of virtual environments but often struggle to display convincing rigid constraints or impacts. They generally utilize a proxy representation of the physical haptic device inside the virtual world to detect collisions, enforce constraints, and compute feedback forces. Traditional implementations are quasi-static and do not capture the dynamic energy and momentum transfer of impacts nor the associated characteristic impulse forces. To further the development of haptic interactions, we introduce and explore the concept of dynamic proxies. Associating dynamics with a proxy allows greater control over its motion and behavior and enables a general force-based simulation framework. We suggest first-order, massless dynamics to maintain a light feel and low computational update rate, while easily incorporating collisions and constraints as velocity limits. User feedback is improved and may include acceleration terms to replicate any sudden momentum changes. The resulting system shows greater realism and flexibility, allowing extensions to multi-user/multi-proxy applications with dynamic interactions.
This is a preview of subscription content, log in via an institution.
Preview
Unable to display preview. Download preview PDF.
Author information
Authors and Affiliations
Editor information
Rights and permissions
About this chapter
Cite this chapter
Niemeyer, G., Mitra, P. 3 Dynamic Proxies and Haptic Constraints. In: Barbagli, F., Prattichizzo, D., Salisbury, K. (eds) Multi-point Interaction with Real and Virtual Objects. Springer Tracts in Advanced Robotics, vol 18. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11429555_3
Download citation
DOI: https://doi.org/10.1007/11429555_3
Published:
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-26036-3
Online ISBN: 978-3-540-31503-2
eBook Packages: EngineeringEngineering (R0)