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Issue No.03 - May/June (2007 vol.27)
pp: 90-92
Yoshinori Dobashi , Hokkaido University
Tsuyoshi Yamamoto , Hokkaido University
Makoto Sato , Tokyo Institute of Technology
Shoichi Hasegawa , Tokyo Institute of Technology
Mitsuaki Kato , The University of Tokyo
Tomoyuki Nishita , The University of Tokyo
ABSTRACT
The key to enhancing perception of the virtual world is improving mechanisms for interacting with that world. Through providing a sense of touch, haptic rendering is one such mechanism. Many methods efficiently display force between rigid objects, but to achieve a truly realistic virtual environment, haptic interaction with fluids is also essential. In the field of computational fluid dynamics, researchers have developed methods to numerically estimate the resistance due to fluids by solving complex partial differential equations, called the Navier-Stokes equations. However, their estimation techniques, although numerically accurate, are prohibitively time-consuming.This becomes a serious problem for haptic rendering, which requires a high frame rate. To address this issue, the authors developed a method for rapidly estimating and displaying forces acting on a rigid virtual object due to water. They provide an overview of their method together with its implementation and two applications: a lure-fishing simulator and a virtual canoe simulator.
INDEX TERMS
haptic rendering, fluids, haptic interaction
CITATION
Yoshinori Dobashi, Tsuyoshi Yamamoto, Makoto Sato, Shoichi Hasegawa, Mitsuaki Kato, Tomoyuki Nishita, "A Precomputed Approach for Real-Time Haptic Interaction with Fluids", IEEE Computer Graphics and Applications, vol.27, no. 3, pp. 90-92, May/June 2007, doi:10.1109/MCG.2007.52
REFERENCES
1. J.D. Anderson Jr.,Computational Fluid Dynamics, McGraw-Hill, 1995.
2. Y. Dobashi et al., "A Fluid Resistance Map Method for Realtime Haptic Interaction with Fluids," Proc. ACM Symp. Virtual Reality Software and Technology, ACM Press, 2006, pp. 91–99.
3. S. Kim et al., "Tension Based 7-DOF Force Feedback Device: Spidar-G," Proc. IEEE Virtual Reality Conf., IEEE CS Press, 2002, pp. 283–284.
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