CN107103637B - Method for enhancing texture force - Google Patents

Method for enhancing texture force Download PDF

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CN107103637B
CN107103637B CN201710218574.XA CN201710218574A CN107103637B CN 107103637 B CN107103637 B CN 107103637B CN 201710218574 A CN201710218574 A CN 201710218574A CN 107103637 B CN107103637 B CN 107103637B
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force
texture
image
point
gradient
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CN107103637A (en
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张小瑞
徐慧
孙伟
刘佳
朱利丰
宋爱国
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Nanjing University of Information Science and Technology
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/016Input arrangements with force or tactile feedback as computer generated output to the user
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/20Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts

Abstract

The invention discloses a method for enhancing texture force, which is characterized by comprising two parts of reconstruction of three-dimensional microscopic shapes on the surface of a two-dimensional texture image and texture force touch rendering. The first part adopts an evolution method in an SFS algorithm to reconstruct a surface three-dimensional microscopic shape from a two-dimensional texture image; the second part adds a gradient feedback force on the basis of the traditional texture force tactile representation method to achieve a more real force tactile representation effect. The texture force touch rendering is established on the surface three-dimensional microscopic shape, and the SFS technology utilizes the light and shade change of the object surface in a single image to recover the relative height of each point on the surface, thereby laying a foundation for further establishing the surface three-dimensional microscopic shape of the object; the gradient feedback force is a force existing under the condition that the surface gradient of the object meets the condition, and the direction is opposite to the direction of the speed of the virtual point, so that an operator can better perceive the concave-convex change of the surface of the object when touching the surface of the object.

Description

Method for enhancing texture force
Technical Field
The invention belongs to the field of texture force rendering in virtual reality, and particularly relates to a method for enhancing texture force.
Background
With the continuous development of human-computer interaction technology in virtual reality, more and more human-computer interaction devices seek to provide immersive feeling for users, and although the users are in virtual environments, the feeling is as real as in reality. An important issue in human-computer interaction is the texture force haptic rendering. The texture on the surface of the object is fed back to the user through force, so that the effect of sensing the texture on the surface of the object can be achieved. At present, the traditional texture force touch reappearance mainly feeds back the resultant force of the normal force of the surface of the vertical object and the friction force of the surface of the parallel object, and the resultant force is output to a user through a texture force touch device, so that the purpose of enabling the user to perceive the texture of the surface of the object is achieved.
Disclosure of Invention
The method improves the traditional texture haptic reproduction method, and achieves a more real texture haptic reproduction effect. The technical scheme comprises two parts of three-dimensional microscopic shape reconstruction and texture force touch rendering on the surface of a two-dimensional texture image. In the first part, reconstructing a surface three-dimensional microscopic shape from a two-dimensional texture image by adopting an evolution method in an SFS algorithm; the second part adds a gradient feedback force on the basis of the traditional texture force touch representation method to achieve a more real representation effect.
1. The method comprises the steps of leading the images into two-dimensional texture images, and reconstructing a surface three-dimensional microscopic shape from the two-dimensional texture images by adopting an evolution method in an SFS algorithm, wherein the evolution method is used for gradually evolving shape information of the whole curved surface from a group of reference points with known heights in the images, the key of the algorithm is to find a certain point or certain points which can uniquely determine the shape in the images, and then the solution of the whole surface is obtained from the points in an iteration mode.
1-1) the Lambertian surface reflection model used in the SFS algorithm is:
Figure GDA0002419364480000011
wherein E (x, y) is normalized image brightness, (x, y) represents the position of image pixel point, R (p, q) is reflection function, (p, q) is surface gradient, and light source l direction vector is (-p)m,-qm1), m is a constant;
2-1) firstly rotating the image by a certain angle to make the projection direction of the X axis of the image and the light source direction on the image plane consistent, calculating the height, then rotating the image to the original position in the reverse direction to obtain the height of the surface point corresponding to the image point in the original position, and the evolution method comprises the following steps:
setting the tiny increment of a certain point on the surface along the direction with the deflection angle t as (dx, dy, dz), wherein dx is costds, dy is sintds, and s is a path parameter; if the surface normal vector n corresponding to the point is equal to (n)1,n2,n3) Satisfies the following conditions:
n1dx+n2dy+n3dz=0
let the surface slope
Figure GDA0002419364480000012
For adjacent points in each direction t, searching the steepest rising slope k on an equal brightness line determined by the brightness of the adjacent points;
and from the relationship of (p, q) and n:
Figure GDA0002419364480000021
and
Figure GDA0002419364480000022
obtaining surface gradient values meeting the conditions, generally obtaining two sets of surface gradient values in an opposite relation, and selecting the surface gradient values meeting the conditions (cost, sint, k) & l & gt 0, namely selecting the surface gradient values far away from the light source; wherein, (p (D), q (D)) are surface gradients on the same isoluminance line, and D is an isoluminance line;
the height value z of the current point is obtained by the height values of the neighboring points in all directions(h+1)(x, y) is:
Figure GDA0002419364480000023
where h is the number of iterations and the estimated height that would result from point (x + costds, y + sintds) to point (x, y)
Figure GDA0002419364480000024
Is composed of
Figure GDA0002419364480000025
2) Calculating gradient values of all pixel points, and calculating final texture force according to the size of the gradient values; assuming that A is the normalized image, the horizontal gradient value T of each pixel point1Comprises the following steps:
Figure GDA0002419364480000026
vertical gradient value T of pixel point2Comprises the following steps:
Figure GDA0002419364480000027
finally, the final gradient value of each pixel point in the image A is obtained
Figure GDA0002419364480000028
2-1) when the gradient value T < | lambda | is constant and changes according to the change of the material of the object in the two-dimensional texture image, the surface of the object is flat, and the final texture force is equal to the traditional texture force FcThen final texture force Fc' is:
Fc′=Fc=Fn+Ff
Fn=S×z(h+1)(x,y)
Ff=μ×Fn×sign(v)
wherein, FnNormal force to vertical surface, FfIs the friction force of the parallel surface, S is the rigidity coefficient of the surface of the object and is related to the material of the object, mu is the friction coefficient, sign (v) is a sign function, and v is the speed of the virtual point;
2-2) when the gradient value T > | lambda | indicates that the object surface at the point is steeply increased or steeply decreased, the gradient feedback force F' borne by the operator is obvious, the gradient feedback force is the main stress at the moment, and the traditional texture force FcFor minor forces, the final texture force Fc' is:
Fc′=αFc+βF′(α<β)
F′=S×|v|×sign(v)
wherein, alpha and beta respectively represent the weight values of the traditional texture force and the gradient feedback force, and S represents the surface rigidity coefficient of the object.
Advantageous effects
In the aspect of traditional texture force calculation, a gradient feedback force opposite to the speed direction of the virtual point is added, so that a more real force tactile feedback effect can be achieved.
The texture force touch rendering is established on the surface three-dimensional microscopic shape, the establishment of the surface three-dimensional microscopic shape adopts a light and shade recovery shape technology (SFS), and the relative height of each point on the surface is recovered by using the light and shade change of the object surface in a single image, so that a foundation is laid for further establishment of the object surface three-dimensional microscopic shape. Compared with a two-dimensional picture, the three-dimensional microscopic shape can reflect more characteristics of a real object, and the ability of enabling an operator to sense actively can be achieved.
Drawings
FIG. 1 is a flow chart of the present embodiment;
FIG. 2 is a graph of a haptic model of texture force at a gradient value T < | λ |;
FIG. 3 is a graph of a texture force haptic model at a gradient value T > | λ |.
Detailed Description
The technical scheme of the invention is concretely explained in the following by combining the attached drawings.
Fig. 1 is a flow chart of the present solution, a method for enhancing texture force,
1. firstly, importing an image to be processed, and recovering a surface three-dimensional micro shape of the image by adopting an evolution method in an SFS algorithm; in the SFS method, a lambertian body surface reflection model is adopted, a light source is an infinite point light source, an imaging geometric relation is orthogonal projection, and the image brightness of an object surface point in the lambertian body reflection model is only determined by the cosine of the incident angle of the point light source;
1) the lambertian surface reflection model adopted in the SFS algorithm is as follows:
Figure GDA0002419364480000031
wherein E (x, y) is normalized image brightness, (x, y) represents the position of image pixel point, R (p, q) is reflection function, (p, q) is surface gradient, and light source l direction vector is (-p)m,-qm1), m is a constant;
2) firstly, rotating the image by a certain angle to make the projection direction of the X axis of the image and the light source direction on the image plane consistent, calculating the height, then rotating the image to the original position in the reverse direction, thus obtaining the height of the surface point corresponding to the image point at the original position, and the evolution method comprises the following steps:
setting the tiny increment of a certain point on the surface along the direction with the deflection angle t as (dx, dy, dz), wherein dx is costds, dy is sintds, and s is a path parameter; if the surface normal vector n corresponding to the point is equal to (n)1,n2,n3) Satisfies the following conditions:
n1dx+n2dy+n3dz=0
let the surface slope
Figure GDA0002419364480000041
For adjacent points in each direction t, searching the steepest rising slope k on an equal brightness line determined by the brightness of the adjacent points;
and from the relationship of (p, q) and n:
Figure GDA0002419364480000042
and
Figure GDA0002419364480000043
obtaining surface gradient values meeting the conditions, generally obtaining two sets of surface gradient values in an opposite relation, and selecting the surface gradient values meeting the conditions (cost, sint, k) & l & gt 0, namely selecting the surface gradient values far away from the light source; wherein, (p (D), q (D)) are surface gradients on the same isoluminance line, and D is an isoluminance line;
the height value z of the current point is obtained by the height values of the neighboring points in all directions(h+1)(x, y) is:
Figure GDA0002419364480000044
where h is the number of iterations and the estimated height that would result from point (x + costds, y + sintds) to point (x, y)
Figure GDA0002419364480000045
Is composed of
Figure GDA0002419364480000046
2. The second part calculates the gradient value of each pixel point,calculating the final texture force according to the condition of the gradient value; assuming that A is the normalized image, the horizontal gradient value T of each pixel point1Comprises the following steps:
Figure GDA0002419364480000047
vertical gradient value T of each pixel point2Comprises the following steps:
Figure GDA0002419364480000048
finally, the final gradient value of each pixel point in the image A is obtained
Figure GDA0002419364480000049
1) When the gradient value T < | λ |, λ is constant and varies according to the change of the material of the object in the two-dimensional texture image, as shown in FIG. 2, it indicates that the surface of the object is flat, and the final texture force is equal to the conventional texture force FcThen final texture force Fc' is:
Fc′=Fc=Fn+Ff
Fn=S×z(h+1)(x,y)
Ff=μ×Fn×sign(v)
wherein, FnNormal force to vertical surface, FfIs the friction force of the parallel surface, S is the rigidity coefficient of the surface of the object and is related to the material of the object, mu is the friction coefficient, sign (v) is a sign function, and v is the speed of the virtual point P;
2) when the gradient value T > | λ |, as shown in FIG. 3, indicates that the object surface has a steep increase or a steep decrease at the point, the gradient feedback force F' on the operator is more obvious, so that the gradient feedback force is the main stress at the moment, and the traditional texture force F iscFor minor forces, the final texture Fc' force:
Fc′=αFc+βF′(α<β)
F′=S×|v|×sign(v)
wherein, alpha and beta respectively represent the weight values of the traditional texture force and the gradient feedback force, and S represents the surface rigidity coefficient of the object.

Claims (1)

1. The method for enhancing the texture force is characterized by comprising two parts of three-dimensional microscopic shape reconstruction and texture force touch rendering on the surface of a two-dimensional texture image;
1) the first part is to introduce a texture image, and reconstruct a surface three-dimensional microscopic shape from a two-dimensional texture image by adopting an evolution method in an SFS algorithm:
1-1) the Lambertian surface reflection model used in the SFS algorithm is:
Figure FDA0002459099550000011
wherein E (x, y) is normalized image brightness, (x, y) represents the position of image pixel point, R (p, q) is reflection function, (p, q) is surface gradient, and light source l direction vector is (-p)m,-qm1), m is a constant;
1-2) firstly rotating the image by a certain angle to make the projection direction of the X axis of the image and the light source direction on the image plane consistent, calculating the height, then rotating the image to the original position in the reverse direction to obtain the height of the surface point corresponding to the image point in the original position, and the evolution method comprises the following steps:
setting the tiny increment of a certain point on the surface along the deflection angle as the direction t as (dx, dy, dz), wherein dx is costds, dy is sintds, and s is a path parameter; if the surface normal vector n corresponding to the point is equal to (n)1,n2,n3) Satisfies the following conditions:
n1dx+n2dy+n3dz=0
let the surface slope
Figure FDA0002459099550000012
For adjacent points in each direction t, searching the steepest rising slope k on an equal brightness line determined by the brightness of the adjacent points;
and from the relationship of (p, q) and n:
Figure FDA0002459099550000013
and
Figure FDA0002459099550000014
obtaining surface gradient values meeting the conditions, wherein two sets of surface gradient values in an opposite relation meet the conditions, and selecting the surface gradient values meeting (cost, sint, k) & l & gt 0, namely selecting the surface gradient values far away from the light source; wherein, (p (D), q (D)) are surface gradients on the same isoluminance line, and D is an isoluminance line;
then the height value z of the current point is obtained from the height values of the neighboring points in all directions(h+1)(x, y) is:
Figure FDA0002459099550000015
where h is the number of iterations and the estimated height that would result from point (x + costds, y + sintds) to point (x, y)
Figure FDA0002459099550000016
Is composed of
Figure FDA0002459099550000017
2) The second part calculates the gradient value of each pixel point, and calculates the final texture force according to the condition of the gradient value; assuming that A is the normalized image, the horizontal gradient value T of each pixel point1Comprises the following steps:
Figure FDA0002459099550000021
vertical gradient value T of each pixel point2Comprises the following steps:
Figure FDA0002459099550000022
finally, the final gradient value of each pixel point in the image A is obtained
Figure FDA0002459099550000023
2-1) when the gradient value T < | lambda | is constant and changes according to the change of the material of the object in the two-dimensional texture image, the surface of the object is flat, and the final texture force is equal to the traditional texture force FcThen final texture force Fc' is:
Fc′=Fc=Fn+Ff
Fn=S×z(h+1)(x,y)
Ff=μ×Fn×sign(v)
wherein, FnIs a normal force perpendicular to the surface of the object, FfIs the friction force parallel to the surface of the object, S is the rigidity coefficient of the surface of the object and is related to the material of the object, mu is the friction coefficient, sign (v) is the standard sign function, and v is the speed of the virtual point;
2-2) when the gradient value T > | lambda | indicates that the object surface at the point is steeply increased or steeply decreased, the gradient feedback force F' borne by the operator is obvious, the gradient feedback force is the main stress at the moment, and the traditional texture force FcFor minor forces, the final texture force Fc' is:
Fc′=αFc+βF′(α<β)
F′=S×|v|×sign(v)
wherein, alpha and beta respectively represent the weight values of the traditional texture force and the gradient feedback force, and S represents the surface rigidity coefficient of the object.
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