ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05 2005
DOI: 10.1145/1198555.1198605
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Six degree-of-freedom haptic rendering using voxel sampling

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Cited by 238 publications
(242 citation statements)
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“…Several algorithms that use polygonal data for collision detection were designed by researchers at the University of North Carolina and include I-collide [23], SWIFT [24], RAPID [25], V-collide [26], SWIFT++ [27], and CULLIDE [28].Other methods such as V-Clip [29] and VPS [30] have also been proposed to use in immersive VR applications. A comprehensive review of collision detection algorithms can be found in [31,32] and a taxonomy of collision detection approaches can be found in [33].…”
Section: Collision Detectionmentioning
confidence: 99%
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“…Several algorithms that use polygonal data for collision detection were designed by researchers at the University of North Carolina and include I-collide [23], SWIFT [24], RAPID [25], V-collide [26], SWIFT++ [27], and CULLIDE [28].Other methods such as V-Clip [29] and VPS [30] have also been proposed to use in immersive VR applications. A comprehensive review of collision detection algorithms can be found in [31,32] and a taxonomy of collision detection approaches can be found in [33].…”
Section: Collision Detectionmentioning
confidence: 99%
“…A three layer model (skeletal layer, muscle layer and skin layer) was adapted to simulate deformation in the virtual hand using simple kinematics models. Hand to part collision detection and force computations were performed using fast but less accurate VPS software [30] while part to part collision detection was implemented using the RAPID [79] within certain proximity to predict possible assembly constraints. Geometric constraint approach was utilized to achieve real time system performance in a realistic kinematic simulation.…”
Section: Systems Using Geometric Constraintsmentioning
confidence: 99%
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“…While point-curve distance is important on its own, we are mostly motivated by its future extension to the surface case, that is, tracking the point-surface or surface-surface critical distances, and our ultimate goal is the continuous distance tracking between two trimmed NURBS models both under either rigid motion or more general deformation. Many techniques in both haptic rendering and motion planning discretely approximate the curves [9,20,13]. While [10,21] works directly on the NURBS models, a global minimal distance search still must be conducted periodically.…”
Section: Motivationmentioning
confidence: 99%
“…Two different assembly tasks are performed using various combinations of desktop haptic devices and a position tracked glove. (McNeely et al, 1999) for physics calculations, and VR JuggLua (Pavlik and Vance, 2011b) for easy scripting and content creation. SPARTA supports multiple input and output devices including position trackers, stereo glasses, stereo projection systems, gloves and haptic devices (Pavlik and Vance, 2011a).…”
Section: Introductionmentioning
confidence: 99%