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Scanning physical interaction behavior of 3D objects

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Published:01 August 2001Publication History

ABSTRACT

We describe a system for constructing computer models of several aspects of physical interaction behavior, by scanning the response of real objects. The behaviors we can successfully scan and model include deformation response, contact textures for interaction with force-feedback, and contact sounds. The system we describe uses a highly automated robotic facility that can scan behavior models of whole objects. We provide a comprehensive view of the modeling process, including selection of model structure, measurement, estimation, and rendering at interactive rates. The results are demonstrated with two examples: a soft stuffed toy which has significant deformation behavior, and a hard clay pot which has significant contact textures and sounds. The results described here make it possible to quickly construct physical interaction models of objects for applications in games, animation, and e-commerce.

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  1. Scanning physical interaction behavior of 3D objects

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      Leslie Stephen Jennings

      A system for gathering data about, and building mathematical models of, sensory interaction properties of real objects is summarized. The sensory interactive properties are 3D geometry and image, including deformation geometry for touching soft objects, and “touch” of hard objects using surface friction and sound. The data of an object is gathered by a highly automated robotic system built at the University of British Columbia. The sense of touch depends on both the object and the touching probe (soft, hard, pointed, broad, and so forth); the work described uses a hard, somewhat pointed probe, but the ideas are generalizable. The mathematical models discussed are chosen both for the accuracy of representation and for the efficiency of real time reproduction at a later time. The authors present their successes, and suggest where further work is needed. In particular, the modeling of the resonant sound of a hard object when pinged by another small hard object at a point on the object required much processing to find the minimal number of frequencies to adequately represent the sound as it attenuates over time. The paper has a large set of references pointing to similar work elsewhere and to the detail of much of the mathematical modeling. The paper summarizes the system and the modeling adequately for readers with mathematical training. Online Computing Reviews Service

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniques
        August 2001
        600 pages
        ISBN:158113374X
        DOI:10.1145/383259

        Copyright © 2001 ACM

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        • Published: 1 August 2001

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