Six degree-of-freedom haptic rendering using voxel sampling
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Design of a Uniactuated Bimanual Haptic Interface
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
Six Degree-of-Freedom Haptic Rendering of Complex Polygonal Models
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
Issues in the haptic display of tool use
IROS '95 Proceedings of the International Conference on Intelligent Robots and Systems-Volume 3 - Volume 3
An Interior Trust Region Approach for Nonlinear Minimization Subject to Bounds
An Interior Trust Region Approach for Nonlinear Minimization Subject to Bounds
Quasi-Static Approximation for 6 Degrees-of-Freedom Haptic Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Spatial input device structure and bimanual object manipulation in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Real-time reduced large-deformation models and distributed contact for computer graphics and haptics
Real-time reduced large-deformation models and distributed contact for computer graphics and haptics
Haptic Rendering: Foundations, Algorithms and Applications
Haptic Rendering: Foundations, Algorithms and Applications
Six-DoF Haptic Rendering of Contact Between Geometrically Complex Reduced Deformable Models
IEEE Transactions on Haptics
3DUI '11 Proceedings of the 2011 IEEE Symposium on 3D User Interfaces
A modular haptic rendering algorithm for stable and transparent 6-DOF manipulation
IEEE Transactions on Robotics
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In this paper we present a haptic rendering algorithm for simulating the interaction of two independently controlled rigid objects with each other and a rigid environment. Our penalty based approach is based on a linearization model of occurring forces, and employs, for the computation of object positions and orientations, an iterative trust-region-based-optimization method. At this, the combination of a per step passivity condition and an adaptively controlled maximal object displacement achieves a stable and transparent rendering in free space and in contact situations.