Haptic rendering of dense 3D point cloud data
This work is aimed at rendering an object described by a dense point cloud data without a pre-computed polygonal mesh and surface normal information. We use a proxy based rendering technique with proxy collocated with the HIP in free space. To avoid sinking of proxy into the object during collision a sphere of sufficiently large radius is selected as the proxy so as to avoid it going through the point cloud. Once collision is detected, we minimize a cost function depending on the current HIP and proxy positions and find a new goal position for the proxy corresponding to the local minimum of the cost function. Our rendering algorithm continuously evaluates a tangential vector for the proxy to move over the object surface during collision. The penetration depth is calculated from the proxy to the HIP and is used to calculate the reaction force for the haptic device. We used our technique to render several dense point cloud based models. We also use the surface normal evaluated at the point of contact to shade the object surface when shown visually.