In this paper, we present a novel proxy-based method of the adaptive haptic rendering of a variable density 3D point cloud data at different levels of detail without pre-computing the mesh structure. We also incorporate features like rotation, translation, and friction to provide a better realistic experience to the user. A proxy-based rendering technique is used to avoid the pop-through problem while rendering thin parts of the object. Instead of a point proxy, a spherical proxy of a variable radius is used, which avoids the sinking of proxy during the haptic interaction of sparse data. The radius of the proxy is adaptively varied depending upon the local density of the point data using kernel bandwidth estimation. During the interaction, the proxy moves in small steps tangentially over the point cloud such that the new position always minimizes the distance between the proxy and the haptic interaction point (HIP). The raw point cloud data re-sampled in a regular 3D lattice of voxels are loaded to the haptic space after proper smoothing to avoid aliasing effects. The rendering technique is validated with several subjects, and it is observed that this functionality supplements the user's experience by allowing the user to interact with an object at multiple resolutions.
翻译:在本文中,我们展示了一种新型的代用方法,在不预先计算网格结构的情况下,在不同的详细层次上,对可变密度 3D点云层数据进行适应性顺序转换,而无需预先计算网格结构。我们还加入了旋转、翻译和摩擦等功能,以便为用户提供更好的现实经验。使用基于代理的转换技术,以避免在转换对象的稀薄部分时出现爆破问题。使用了一个点代理,而不是一个点代理,使用一个变量半径的球形代理,避免在稀散数据的顺畅互动中出现代理沉没。代理的半径根据点数据本地密度使用内核带宽估计而变化。在互动中,代理在小步移动时会向点云点移动,这样新的位置总是将代理与随机交互点( HIP) 之间的距离最小化。 原始点云层数据在正常的 3D Lattice voxel 中重新标注, 在适当平滑以避免别效果后会进入空隙空间。 转换技术的半径根据多个对象验证, 并观察了多个对象, 观察到该功能将用户对用户的分辨率进行互动。