Six- DOF Haptic Rendering I Outline Motivation Direct rendering - - PowerPoint PPT Presentation

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Six- DOF Haptic Rendering I Outline Motivation Direct rendering - - PowerPoint PPT Presentation

CPSC 599.86 / 601.86 Sonny Chan - University of Calgary Six- DOF Haptic Rendering I Outline Motivation Direct rendering Proxy-based rendering - Theory - Taxonomy Motivation 3- DOF avatar The Holy Grail? Tool-Mediated Interaction


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SLIDE 1

Six-DOF Haptic Rendering I

CPSC 599.86 / 601.86 Sonny Chan - University of Calgary

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SLIDE 2

Outline

  • Motivation
  • Direct rendering
  • Proxy-based rendering
  • Theory
  • Taxonomy
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SLIDE 3

Motivation

3-DOF avatar

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SLIDE 4

The Holy Grail?

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SLIDE 5

Tool-Mediated Interaction

How many degrees of freedom do we need?

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SLIDE 6

One Caveat

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SLIDE 7

6-DOF Interaction

3-DOF Position/Translation 6-DOF + Orientation/Rotation

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SLIDE 8

Avatars for 6-DOF Haptics

3-DoF Position/Translation Render Force 6-DoF + Orientation/Rotation + Render Torque

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SLIDE 9

Impedance-Controlled Device

position, orientation force, torque

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SLIDE 10
  • Analogue to force field rendering
  • Must consider multiple contacts in

different positions for 6-DOF rendering

Direct Rendering

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SLIDE 11

Forces on a Body

r1 r2 F1 F2

  • M1 = r1 × F1

M2 = r2 × F2 F = X

i

Fi τ = X

i

Mi

Output to Device:

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SLIDE 12

Contact Model

For each contact, you will need

  • The contact position on the tool,
  • and one of
  • a force vector

(magnitude + direction), or

  • a contact normal and

penetration depth ˆ n d F = kpdˆ n

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SLIDE 13

Demo

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SLIDE 14

Properties of Direct Rendering

What are the advantages and disadvantages?

[From B. Heidelberger et al., Vision Modeling and Visualization, 2004.]

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SLIDE 15

Direct Rendering Summary

  • Advantages
  • Easy to implement
  • Free space feels like free space
  • Limitations
  • Object interpenetration
  • Pop-through
  • Force discontinuities
  • Unbounded stiffness!
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SLIDE 16

Proxy-Based Rendering

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SLIDE 17

ever, is that it has considered only high impedances, not

  • low. While additional physical damping allows higher

impedances to be implemented, it also increases the impedance of the haptic display. For the implementation shown in Figure 4, the minimum impedance i

s that of the

display, unless negative gains are used. This, however, is precisely the solution: negative virtual damping may be used to compensate for the effect of physical damping in the region outside the wall. In fact, since K = 0, one may select B = -b, resulting in zero net damping (although this is borderline passive, and perfect cancellation is difficult to achieve in practice). In summary, even the simplest version of a unilateral constraint demands careful attention to haptic display de- sign as well as selection of simulation parameters. To achieve high impedances, it is important that the display incorporate physical dampers. To achieve low impe- dances, the effect of this damping must be compensated (this can be done with negative virtual damping, as described above, or by directly measuring the drag torque

  • f the damper, and using this signal in a damping cancel-

lation loop).

  • 4. Robust Display of Complex

Environments

Consider now the haptic display of a rigid tool inter- acting with a rigid environment (e.g., placing a wrench on a nut). This interaction is characterized by multiple uni- lateral constraints. The question arises: how can such a simulation be designed to ensure a suitable Z-width? One

  • bvious approach is to model each unilateral constraint as

a spring-damper,

and select the stiffness and damping coef- ficients to be as large as possible without compromising

  • passivity. Because the number of parameters is now quite

large, and the system quite nonlinear, an analytical result is not feasible. Therefore, it will probably be necessary to use a trial-and-error approach to find appropriate values. This is precisely the manner in which most virtual envi- ronment simulations for haptic display are currently de-

  • signed. Yet, even beyond its ad hoc and time-consuming

nature, there are problems with this approach. The most important problem is that it neglects the crucial role of geometry in determining apparent

  • impedance. Consider the example shown in Figure 5, of a

rigid peg placed in a rigid hole. Suppose that a shearing force is applied to the top of the peg. The apparent stiff- ness may be quite high when the peg is deeply seated, and quite low when the peg barely enters the hole, despite a consistent selection of unilateral constraint stiffness. A more sophisticated treatment of unilateral constraints is needed. The approach proposed here has the advantage that it guarantees passivity and the same Z-width as the virtual wall without requiring a trial-and-error search through a large parameter space. It also handles the geometric mod- ulation of impedance described above in a natural way. Figure 5. The stiffness felt at the tip of the peg depends on geometry, not just kinematic constraint. The basic idea is illustrated in Figure 6. 'There are two key elements: one, the tool and environm.ent are simu- lated by some method that is guaranteed to be discrete

time passive, or nearly so; two, the handle of the virtual

tool is connected to the handle of the haptic display via a multi-dimensional coupling consisting of stiffness and

  • damping. The model of this coupling is strongly remi-

niscent of the virtual wall model. "Virtual Coupling"

/

haptic display .Passive Tool Simulation Figure 6. Conceptualization

  • f proiposed haptic

display and simulation structure It is important to understand that, whereas our ulti- mate goal is to ensure the passivity of the sampled data system consisting of the haptic display ;and simulation, this method requires something different, that the simula- tion be a discrete time passive system. This is important, because ensuring discrete time passivity is much more straightforward than ensuring sampled data passivity. To ensure discrete time passivity, one need only begin with a continuous time model which is passive, and discretize it using a backwards difference method. Although the result- ing numerical integration may have certain undesirable properties (e.g., implicit equations, poor accuracy), there

will be no need for a parameter search to guarantee passiv-

ity. It is important to understand how this approach does,

143

[From J. E. Colgate et al., Proc. IEEE/RSJ IROS, 1995.]

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SLIDE 18

Figure 7. Dynamic model based on virtual coupling.

m d −Fspring

Haptic Handle Dynamic Object

kR Fspring kT bT bR

6-DOF Virtual Coupling

[From W. A. McNeely et al., Proc. SIGGRAPH, 1999.]

  • Translational and

rotational spring/ damper coupling

  • Force proportional to

displacement

  • Torque proportional to
  • rientation difference
  • Virtual walls again!
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SLIDE 19

Proxy Simulation in 3-DOF

avatar surface device

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SLIDE 20

Proxy Simulation in 6-DOF

??? avatar surface device

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SLIDE 21

?

Proxy Simulation

F τ surface

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SLIDE 22

Soft Constraints

F1 = k ∆x1 F2 = k ∆x2

Fnet =

n

X

i

Fi + Fvc

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SLIDE 23

Proxy Motion

Fnet =

n

X

i

Fi + Fvc

  • Numerically integrate

the ODE over time to

  • btain x, the position
  • f the avatar:
  • Do the same with

moments to obtain

  • rientation

m¨ x = Fnet

F1 = k ∆x1 F2 = k ∆x2

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SLIDE 24

Potential Problems?

Fvc = kvc ∆x m

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SLIDE 25

Quasi-Static Equilibrium

surface avatar

Fc Fvc

Fnet

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SLIDE 26

Quasi-Static Equilibrium

surface

Fc Fvc

Fnet

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SLIDE 27

Quasi-Static Equilibrium

surface

Fc Fvc

Fnet = 0

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SLIDE 28

Quasi-Static Proxy Motion

  • Solve directly for the

position x for which the net force acting on the proxy is zero:

  • Do the same with
  • rientation to obtain

net moment of zero

n

X

i

k ∆xi + kvc ∆xvc = 0

Fnet =

n

X

i

Fi + Fvc

F1 = k ∆x1 F2 = k ∆x2

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SLIDE 29

Still Problems?

avatar

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SLIDE 30

Hard Constraints

ˆ n1 ˆ n2 r1 r2

a ≡ (~ a, ~ ↵) ~ a · ˆ n + ~ ↵ · (r × ˆ n) ≥ 0 Generalized acceleration: Non-penetration constraint:

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SLIDE 31

?

Proxy Simulation

F τ

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SLIDE 32

Solve for Contact Forces

ˆ n1 ˆ n2 r1 r2

Find fi which satisfy: With condition:

F1 = f1ˆ n1 F2 = f2ˆ n2

ai = ~ a · ˆ ni + ~ ↵ · (ri × ˆ ni) ≥ 0 fiai = 0

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SLIDE 33

Solve for Contact Forces

  • Write motion of contact points as:
  • Express conditions in matrix form:
  • Solve linear complementarity problem for f
  • Integrate ODE to obtain position as before

[From D. Baraff, Proc. SIGGRAPH, 1994.]

a = Af + b Af + b ≥ 0, f ≥ 0 and f T (Af + b) = 0

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SLIDE 34

Solve Directly for Motion

device surface F, τ

ˆ n1 r1

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Gauss’ Principle

  • The proxy’s constrained motion is that

which minimizes the acceleration energy:

  • Subject to the contact constraints:
  • Solution can be obtained via quadratic

programming or point projection ac = arg min

a 1 2 (F − Ma)T M−1 (F − Ma)

Jc a ≥ 0

[From S. Redon et al., Proc. IEEE Intl. Conf. on Robotics and Automation, 2002.]

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SLIDE 36

Solve Directly for Motion

device surface F, τ

ˆ n1 r1

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SLIDE 37

Proxy Rendering Taxonomy

Soft Constraints Hard Constraints Massless Proxy

Quasi-Static Equilibrium Distance Minimization

Proxy with Mass

Penalty-Based Dynamics Constrained Dynamics

[Adapted from M. A. Otaduy et al., Proceedings of the IEEE, 2013.]

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SLIDE 38

Soft vs. Hard Constraints

ˆ n1 ˆ n2 r1 r2

~ a · ˆ n + ~ ↵ · (r × ˆ n) ≥ 0

F1 = k ∆x1 F2 = k ∆x2

Fnet =

n

X

i

Fi + Fvc

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SLIDE 39

Proxy With vs. Without Mass

Fc Fvc

Fnet = 0

Fvc = kvc ∆x m

m¨ x = Fnet

n

X

i

k ∆xi + kvc ∆xvc = 0

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SLIDE 40

Demo

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SLIDE 41

Summary

  • Motivation for 6-DOF haptic rendering
  • Direct rendering
  • Like force fields: not very good!
  • Proxy-based rendering
  • Taxonomy of proxy-based methods
  • Next Week:
  • Study examples of 6-DOF rendering methods