Eurohaptics 2002 [email protected] © Interactive Haptic Display of Deformable Surfaces Based on the...

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[email protected]. edu © Eurohaptics 2002 Interactive Haptic Display of Deformable Surfaces Based on the Medial Axis Transform Jason J. Corso, Jatin Chhugani, Allison Okamura The Johns Hopkins University Eurohaptics 2002

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Page 1: Eurohaptics 2002 jcorso@cs.jhu.edu © Interactive Haptic Display of Deformable Surfaces Based on the Medial Axis Transform Jason J. Corso, Jatin Chhugani,

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Eurohaptics 2002

Interactive Haptic Display of Deformable Surfaces Based

on the Medial Axis Transform

Jason J. Corso, Jatin Chhugani, Allison OkamuraThe Johns Hopkins University

Eurohaptics 2002

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Eurohaptics 2002

Interaction

• Definition of interactive changes– Graphics: 15 – 30 Hz– Haptics: 1000 Hz

• Definition of rendering changes– Graphics: pixel-wise (NxN)– Haptics: single-point (typically)

• How do these differences affect algorithms?

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Eurohaptics 2002

Talk Outline

• Overview and Related Work

• The Medial Axis Transform

• Object Modeling

• Object Interaction

• Implementation and Results

• Conclusions

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Eurohaptics 2002

Overview Of Our Work

• Interactive deformation and haptic rendering of viscoelastic surfaces

• Medial Axis Transform

• Compact representation

• Efficient rendering with low memory usage

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Related Work

• Physically-Based Modeling

– Spectrum:

– ArtDefo uses BEM [Pai 99,00]

– Medical Simulations often use FEM/BEM

• D-NURBS – physics based generalization that is coupled with FEM [Terzopoulos 94]

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Related Work

• Graphics-Based Deformation– Free-Form [Coquillart 97]– Volumetric Approaches [Avila 96]– Adaptively Sampled Distance Fields

[Frisken 01]

• NURBS Surfaces for haptic rendering

– Surface-Surface Interaction [Cohen 98]

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Medial Axis Transform

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Eurohaptics 2002

Medial Axis Transform

• MAT proposed by Blum [67]• A multilocal,multiscale representation

for graphics [Pizer, UNC]• Automatically generate a volumetric

representation of a polygonal mesh [Gagvani]

• Okamura developed a robotic system to acquire MAT models of real rigid-body objects [01].

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Medial Axis Transform

• Foundation: shape skeletons• Geometric abstraction of curves• Skeleton called medial axis (2D)• Each point on skeleton is associated

with a locally maximal disk.• These medial points coupled with

their radii define the MAT.

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Object Modeling

• An object is comprised of– The discretized skeleton– Radii of circles centered along skeleton– Stiffness, mass, damping, etc

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Object Modeling

• Interpolate a spline through skeleton (SK) (include position, radius, etc).

• Interpolate an envelope spline (SC) through contour.

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Object Modeling

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Eurohaptics 2002

Talk Outline

• Overview and Related Work

• The Medial Axis Transform

• Object Modeling

• Object Interaction

• Implementation and Results

• Conclusions

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Object Interaction

• Nearest Point Localization

• Collision Detection

• Force/Deformation Calculation

• Spline Deformation

• Perform Rendering

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Nearest Point Localization

• Perform a binary search over domain of the skeleton spline.

• Evaluates circle nearest Q

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Collision Detection

• If ||PQ|| < Rintersect then intersection

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Object Deformation

• D = Rintersect - ||PQ||

• SK and SC are deformed appropriately.

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Object Deformation

• D = Rintersect - ||PQ||

• SK and SC are deformed appropriately.

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Object Deformation

• D = Rintersect - ||PQ||

• SK and SC are deformed appropriately.

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Spline Deformation

• Given d, a deformation vector, deform the most influential control points.

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Haptic Rendering

• Interact with circles through springs and dampers.

• Shear forces incorporated

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Graphic Rendering

• View-dependent adaptive tessellation

• Tessellate with maximum screen-space deviation of 3 pixels.

• Contour splines must be re-tessellated every frame to reflect the deformation.

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Implementation - DeforMAT

• In C++ on 700MHz PIII with 384MB

• GeForce2 and OpenGL (with the GLU NURBS Tessellator) for graphics

• 2D – Immersion IE2000

• 3D – SensAble 3DOF Phantom

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Results

• The complexity of the environment being graphically rendered is on average 105 triangles independent of MAT complexity.

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Video

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Conclusions

• A new algorithm for interactively deforming viscoelastic bodies at haptic interactive rates; i.e. 1KHz

• Couples efficient computation for haptic feedback with view-dependent graphics

• Minimal memory footprint

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Future Work

• Incorporate bifurcation• Non-ordered Medial Axes/Surfaces• Analysis of Area/Volume preservation• Extension of graphical rendering

algorithms• Direct performance comparison• Analysis of parameter estimation

– Robot to gather data

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Acknowledgments

• Samuel Khor for starting the work on haptic rendering using shape skeletons at Hopkins

• Budi Purnomo for his many suggestions with respect to spline deformation