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    • 4. 发明授权
    • System and method for providing interactive haptic collision detection
    • 提供交互式触觉碰撞检测的系统和方法
    • US06714213B1
    • 2004-03-30
    • US09617971
    • 2000-10-05
    • Steven Eric LithicumRussell Scott BlueChristopher Richard VolpeRicardo Scott AvilaJames Vradenburg Miller
    • Steven Eric LithicumRussell Scott BlueChristopher Richard VolpeRicardo Scott AvilaJames Vradenburg Miller
    • G06T1500
    • G06T15/00G06T17/00G06T2210/21
    • The present invention is directed toward providing interactive haptic collision detection between a stationary and a moving object in a virtual reality environment. A user grasps the arm of a haptic device and manipulates an object as viewed on a virtual reality display. As any portion of the manipulated object comes too close to the surface of the stationary object, the haptic device imposes feedback forces against the user's efforts that increase in magnitude as the user manipulates the object beyond a force boundary proximate to the surface of the stationary object. The feedback forces are applied directionally in line with the shortest path between the surfaces at risk of collision. Several measures can be implemented by the user to reduce the computation load involved in constantly comparing the distances between points on the surface of the movable object and points on the surface of the stationary object without seriously compromising the collision detection and avoidance functions of the system. Furthermore, while the invention provides for up to six degrees of freedom for manipulating objects and providing haptic feedback, the system also accommodates three degrees of haptic freedom and feedback, with the additional three degrees of rotational feedback being provided visibly or audibly.
    • 本发明旨在在虚拟现实环境中提供固定和移动物体之间的交互式触觉碰撞检测。 用户抓住触觉装置的手臂并且在虚拟现实显示器上观察时操纵对象。 随着被操纵物体的任何部分太靠近静止物体的表面,触觉装置对用户的努力施加反作用力,当使用者操纵物体超过固定物体表面的力界面 。 反馈力按照碰撞风险的表面之间的最短路径进行定向应用。 用户可以采取多种措施来减少持续比较可移动物体表面上的点与固定物体表面上的点之间的距离所涉及的计算负荷,而不会严重影响系统的碰撞检测和回避功能。 此外,尽管本发明提供用于操纵物体和提供触觉反馈的多达六个自由度,但是该系统还容纳三度的触觉自由度和反馈,另外三度旋转反馈被可视地或可听见地提供。
    • 7. 发明授权
    • Ray tracing through an ordered array
    • 光线跟踪通过有序阵列
    • US5821942A
    • 1998-10-13
    • US622639
    • 1996-03-27
    • Ricardo Scott AvilaLisa Marie SobierajskiHarvey Ellis ClineWilliam Edward Lorensen
    • Ricardo Scott AvilaLisa Marie SobierajskiHarvey Ellis ClineWilliam Edward Lorensen
    • G06T15/06G06T15/50G06T15/40
    • G06T15/50G06T15/06
    • A system for displaying sets of surface cubes with gradient vertex vectors first employs a pointer table constructed to order the surface cubes so as to generally cause a row by row and layer by layer ordering during model creation. During display, a viewpoint is selected and a scan controller causes cubes to be displayed according to this order of the pointer table. A test backprojection of cubes to image plane is performed to determine which pixels will be impinged by the cubes. For pixels which have not been updated, or pixels which have been updated by a less superficial cube than the current cube, projection rays are created through the center of impinged pixels in a direction opposite that of the backprojection. An intersection point of the ray with a surface within a current cube is determined. The data value and gradient vectors for the current cube are interpolated at this intersection point. These interpolated vector and value are then rendered to produce and image with less distortion and with less processing complexity.
    • 用于显示具有渐变顶点向量的表面立方体的集合的系统首先采用构造成对表面立方体进行排序的指针表,以便在模型创建期间通常逐行并逐层排序。 在显示期间,选择视点,并且扫描控制器根据指针表的顺序使多维数据集显示。 执行立方体到图像平面的测试反投影以确定哪些像素将被立方体撞击。 对于尚未更新的像素,或者由比当前立方体更少的表面立方体更新的像素,通过与背投影相反的方向通过撞击像素的中心创建投影光线。 确定射线与当前立方体内的表面的交点。 在该交点处插入当前立方体的数据值和梯度向量。 然后渲染这些内插向量和值以产生和图像,具有较少的失真和较少的处理复杂度。