OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A Framework for Fast and Accurate Collision Detection for Haptic Interaction
VR '99 Proceedings of the IEEE Virtual Reality
A constraint-based god-object method for haptic display
IROS '95 Proceedings of the International Conference on Intelligent Robots and Systems-Volume 3 - Volume 3
Efficient Point-Based Rendering Techniques for Haptic Display of Virtual Objects
Presence: Teleoperators and Virtual Environments
DIBHR: Depth Image-Based Haptic Rendering
EuroHaptics '08 Proceedings of the 6th international conference on Haptics: Perception, Devices and Scenarios
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Dial-based game interface with multi-modal feedback
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Needle insertion simulator with haptic feedback
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: interaction techniques and environments - Volume Part II
Trajectory-Based grasp interaction for virtual environments
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Using haptics to improve immersion in virtual environments
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part II
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Most haptic environments are based on single point interactions whereas in practice, object manipulation requires multiple contact points between the object, fingers, thumb and palm. The Friction Cone Algorithm was developed specifically to work well in a multifinger haptic environment where object manipulation would occur. However, the Friction Cone Algorithm has two shortcomings when applied to polygon meshes: there is no means of transitioning polygon boundaries or feeling non-convex edges. In order to overcome these deficiencies, Face Directed Connection Graphs have been developed as well as a robust method for applying friction to non-convex edges. Both these extensions are described herein, as well as the implementation issues associated with them.