Abstract—It is a challenging problem to achieve fast and
realistic six degree-of-freedom (DOF) haptic simulation of
scenarios involving large number of multi-region contacts. In
this paper, we propose an optimization-based constrained
method enhanced by parallel quadratic programming to solve
the rendering problem. Hierarchical sphere-tree models are
used to represent the moving haptic tool and its surrounding
static objects. Given a moving graphic tool as the avatar of the
haptic tool in the virtual environment, we compute its
quasi-static motion by solving a configuration-based
optimization. Instead of using traditional active-set method, we
transform the original optimization problem into its dual
problem and solve the optimum about the graphic tool using a
parallel quadratic programming method. Our algorithm has
been implemented with a 6-DoF Phantom Premium 3.0. We
validate the proposed algorithm in several benchmarks
involving complex, large-region contacts. The results
demonstrate that the proposed method can achieve a two to
three times speed improvement than the active-set method. A
further speed-up for haptic rendering may be achieved by the
parallel implementation on parallel processor such as graphic
processing units.
I. I NTRODUCTION
6-DoF haptic rendering, defined as the process of
computing and generating forces and torques in response to
user interactions with virtual objects, can greatly benefit many
applications involving medical training tasks and dexterous
engineering manipulation, such as dental surgical simulation
and virtual assembly [1-5]. In these applications, large
area/volume contacts are commonly to be interacted, such as
probing the periodontal pocket depth to diagnose whether it’s
the healthy periodontium or with inflammation in Fig.1. When
a dentist inserts the dental probe into the bottom of pocket, the
working end of the probe will totally be wrapped with the
tooth and gingival. Another example is a virtual assembly task
as shown in Fig.2. The collision occurs between the outer
surface of the splined shaft with numbers of keys and the inner
surface of the splined hole with the same number of keyways,
which leads to a rather large contact region. In these cases, the
performances of stability and real-time for force and torque
output become particularly important to simulate
haptic-enabled tasks realistically.
*Research supported by the National Natural Science Foundation of
China
Ge Yu, Dangxiao Wang and Yuru Zhang are with the State Key Lab of
Virtual Reality Technology and Systems, Beihang University, Beijing,
100191, China. Dangxiao Wang (corresponding author to provide e-mail:
hapticwang@buaa.edu.cn); Ge Yu; Yuru Zhang.
A. 6-DoF Haptic Rendering Approaches
Several 6-DoF haptic rendering approaches have been
proposed in recent years, which can be generally classified
into two groups according to the collision response as
penalty-based and constraint-based methods.
Most of existing methods are penalty-based in which the
graphic tool as a dynamic object governed by Newtonian
principle [2-7]. These algorithms may allow interpenetration
between virtual tool and virtual environments such as the
graphic tool can traverse through thin objects, or introduce
some forms of virtual coupling [8] to keep feedback force
stable, which results in a reducing perception of geometric
details by filtering the changes of forces orientation.
Compared with penalty-based methods, constraint-based
methods can eliminate the haptic and visual artifacts by
obtaining an exact contact configuration of the tool. Duriez et
al. modeled the non-penetration and friction contact as a linear
complementary problem (LCP) to solve 6-DoF haptic
rendering problem [9], [10]. Based on the 3-DoF god-object
approach, Ortega et al. [11] extended it into 6-DoF haptic
rendering, making the generalized acceleration of the graphic
tool as the variable and simulating the motion of the
god-object by solving the Gauss’s projection problem. These
approaches could allow a more realistic force, but the high
computational cost will lead to a low efficiency for detailed
objects. In our previous work [12], [13], a novel
configuration-based 6-DoF haptic rendering method used
sphere-trees to model arbitrary objects and formulated
non-penetration constraints for active-set based optimization.
For a common model with 4681 spheres (an octree with 4
levels), if more than 100 pairs of spheres are detected being
intersected, the rate of haptic loop will decrease far away from
real-time feedback of 1kHz which is also not appropriate for
simulating large area/volume contacts in real time. The time
cost of optimization becomes the bottleneck to achieve the
realistic haptic feedback.
Accelerating Optimization-based Haptic Rendering by Parallel
Quadratic Programming Method
Ge Yu, Dangxiao Wang, and Yuru Zhang, Senior Member, IEEE
(a) (b)
Figure 1. (a) Healthy periodontium Figure 2. Virtual assembly of splined
(b) Periodontium with inflammation shaft and hole
2013 IEEE/RSJ International Conference on
Intelligent Robots and Systems (IROS)
November 3-7, 2013. Tokyo, Japan
978-1-4673-6357-0/13/$31.00 ©2013 IEEE 4499