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Assembly Simulation on Collaborative Haptic Virtual Environments
Rosa Iglesias, Elisa Prada Sara Casado, Teresa Gutierrez
Ainhoa Uribe, Alejandro Garcia-Alonso
Fundacion Labein
Universidad del Pais Vasco (UPV-EHU)
Outline
• Objectives
• Haptic devices, haptic rendering
• Haptic Assembly Simulation
• Collaborative Haptic Assembly Simulation
• Network Topologies
• Client/Server (two implementations)
• P2P
• Conclusions
GOAL: Create a Distributed Virtual Environment for collaboration, whereby users can carry out assembly and maintenance tasks
• VE Assembly + simultaneously + haptic devices • to design and evaluate computer generated mock-ups prior to
building any physical prototype.
Collaborative Haptic V Environment for Assembly Tasks
Haptic devices
Haptic rendering
• “Haptic rendering is the process of computing and
generating forces in response to user interactions with virtual objects” (Salisbury, 1995).
• “Haptic rendering allows users to “feel” virtual objects in a simulated environment” (Salisbury, 2004)– To touch objects, move them,…– To create different haptic effects: texture perception,
deformable elements or collision impacts.
• Haptic devices require an update frequency of 1000 Hz.
Sphere Section
1 kHz
Haptic ThreadHaptic Thread
Get position P
Send force
Touch:
-check if P is inside
-if inside, compute the contact point on the surface
-compute force
NormalVector
User’s point
Touching a sphere
Sphere Section
1 kHz
Haptic ThreadHaptic Thread
Get position P
Send force
Touch:
-check if P is inside
-if inside, compute the contact point on the surface
-compute force
NormalVector
User’s point
Touching a sphere
1 kHz
Haptic ThreadHaptic Thread
Get position P
Send force
Touch:
-check if P is inside
-if inside, compute the contact point on the surface
-compute force
1 kHz
Haptic ThreadHaptic Thread
Get position P
Send force
Touch:
-check if P is inside
-if inside, compute the contact point on the surface
-compute force
NormalVector
User’s point
NormalVector
User’s point
Touching a sphere
Haptic loopHaptic loop
Haptic rendering
• An update frequency of 1 KHz means:
Haptic assembly simulation (HAS)
• Description
video
Introduction: HAS
• Examples of assembly constraints:– Assembly along an axis
– Assembly along a common plane
Assembly Assembly LineLine Hole
Pin
Hole
Pin
Hole
Pin
Assembly Assembly LineLine
Assembly Assembly LineLine Hole
Pin
Hole
Pin
Hole
Pin
Hole
Pin
Hole
Pin
Hole
Pin
Hole
Pin
Assembly PlaneAssembly PlaneAssembly PlaneAssembly PlaneAssembly PlaneAssembly Plane
Haptics require new architectures
• Classical simulation loop :
– Process input events (move objects)– Simulation– Image rendering– Haptic rendering ??? it is not possible
• Due to high frequency of haptic rendering: required two independent processes (threads).
HAS : two processes
• Get last position
• Simulation (collisions, constraints, …)
• Image rendering
• Send “haptic requirements”
• Read last position (from haptic device)
• Send last position
• “haptic requirements” received ?
• Compute force (haptic rendering)
• Send force to haptic device
Simulation (20-60Hz) Haptic (1000 Hz)
Problems : (1) haptic cycles without simulation updates, (2) updates mean brusque changes (haptic feedback instability)
Objectives & Challenges
- Broad objective: Several users can work Broad objective: Several users can work simultaneouslysimultaneously to to
achieve a common goal using haptic devices in assembly achieve a common goal using haptic devices in assembly
operations.operations.
- Challenges:Challenges:
• Consistency (virtual scene synchronization) must be guaranteed,
because users simultaneously interact with the same scene
• Effective and stable haptic feedback when users collide or assemble
their grasped objects.
• Scalability: number of users, virtual objects and so on.
Objectives & Challenges
• KEY FACTOR: Network conditions– Delay– Variation of delay (jitter)– Message Loss,….
• They affect: VE consistency and user perception– Visually:
• Sluggish scene update of the remote object
– Haptically• Unstable haptic feedback
Objectives & Challenges in CHAS
• GOAL: Collaborative Haptic Assembly Simulator GOAL: Collaborative Haptic Assembly Simulator (CHAS), (CHAS), whereby two users can simultaneously carry out assembly tasks using haptic devices.
• Two types of interaction:– INDEPENDENT INTERACTION:
interacting with static objects (not grasped).– DEPENDENT INTERACTION:
depends on other user’s action.
Objectives & Challenges in CHAS
• Two types of dependent interaction:– Dependent collision: Dependent collision:
when both grasped objects collidewhen both grasped objects collide
– Remote assembly: Remote assembly: when a grasped object is being assembled into other grasped when a grasped object is being assembled into other grasped
objectobject
CHALLENGES in CHASCHALLENGES in CHASIn the case of a remote assembly + dep. coll.: • consistency must be guaranteed.
• each user must receive adequate haptic feedback
To build a distributed VE:
Client/Server (C/S)
Peer-to-Peer (P2P)
Mixture of themC/S
P2P
Network topology
Multiple Servers
Client/Server (A1)
• PROS: Consistency is automatically satisfied,
since data are validated centrally,
and then distributed to clients.
• CONS: computations for simulation are
made sequentially
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchSound Sight
Central DB
Administration
Simulation
Client n
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchTouchSoundSound SightSight
Central DB
Administration
Simulation
Client n
Simulation
AdministrationDB
Local DBInteraction
Visualisation
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchSound Sight
Central DB
Administration
Simulation
Client n
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchTouchSoundSound SightSight
Central DB
Administration
Simulation
Client n
Simulation
AdministrationDBDB
Local DBLocal DBInteraction
Visualisation
A1
Simulation or validation: check if new object position is colliding or computes the assembly constraints
Simulation
Client/Server (A3)
Observing its disadvantage: sequential computation.
A new C/S architecture was designed.• PROS: well-balanced distribution of the workload
and parallel computation.
• CONS: efficiency comes from the worst
computer conditions
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchSound Sight
Central DB
Administration
Simulation
Client n
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchTouchSoundSound SightSight
Central DB
Administration
Simulation
Client n
Consistency
AdministrationDB
Local DB
Interaction
Visualisation
Simulation
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchSound Sight
Central DB
Administration
Simulation
Client n
Client 1
Network
Server
Visualization
InteractionLocal DB
Client 2
TouchTouchSoundSound SightSight
Central DB
Administration
Simulation
Client n
Consistency
AdministrationDBDB
Local DBLocal DB
Interaction
Visualisation
Simulation
A2
Consistency: server checks if there is any inter-object penetration. In that case, synchronise user’s scenes
Consistency
Simulation
Network topology: Analysis using C/S
RESULTS using C/S architectures:
• With A1 and A3:
several users can simultaneously interact using keyboard/mouse.
• A3 seemed to have better performance when > 2 users
• A user can haptically interact while others watch with A3.
• After experiments, it was shown that simulation/validation must be
placed at each user for avoiding unstable haptic feedback, even
with independent interaction.
• A1 and A3 are very sensitive to the network delay.
Network topology: Analysis using C/S
• They address: – collaboration taking turns (any delay)
– cooperative manipulation = a carrying task
• Two users grasping the same object.
• Only low-delay interaction between both users, because
haptic interaction is affected.
• Two goals still not achieved :– simultaneous assembly tasks– high delay
Network topology: Analysis C/S vs P2P
Comparing C/S and P2P:• C/S: Consistency is more easily achieved.
Local scene update after a round-trip delay to the server.
• P2P: Consistency challenge.
Update delay is only one-way - Updates are less dependent on network
conditions.
- Permit a better performance with haptic interaction.
- Potential to scale to a larger number of users.
Then, a P2P architecture is chosen
Consistency-maintenance scheme
• In our research, to build the CCollaborative HHaptic
AAssembly SSimulator (CHASCHAS), whereby two users can
simultaneously carry out assembly tasks using
haptic devices.
• A new consistency-maintenance scheme has been
designed and tested.
Consistency-maintenance scheme
Main features:
• Gives priority to the validation of interactions between objects grasped by users for fast haptic response.
• Small messages size: < 200 bytes
• Not need to store and manage a history of movements.
• Not specific messages to deal with inconsistency because
each user manages consistency locally.
Experimental set-up
• Many experiments were carried out varying end-to-
end delays: less than 1 ms, 50 ms, 100 ms, 200 ms
and with jitter (0 ms – 100 ms).
• The experimental platform:
Switch 1Switch 2
NetDisturb
Switch 1Switch 2
NetDisturb
Switch 1Switch 2
NetDisturb
Experimental set-up
• The experimental platform: – Experimental platform: 3 computers via a
100Mbps links connected by two high-speed switches.
– Two computers are each connected to an OMNI device.
– The other computer to simulate the different values of delay and jitter.
Switch 1Switch 2
NetDisturb
Switch 1Switch 2
NetDisturb
Switch 1Switch 2
NetDisturb
Results between Labein & QUB: VE & tasks
Virtual scene: Electrical box for an aircraft engine
•User Labein grasps the handle
•User Queen’s grasps
the screw
•Perform collisions
•Assemble both grasped
objects
USER QUEEN’S
USER LABEIN
USER QUEEN’S
USER LABEIN
CAD design: Electrical box for an aircraft engine by SENER
Results between Labein & QUB: Consistency
• Consistency after a dependent collision
SCREW X-POSITION (LABEIN & QUEEN'S) ( First 1200 ms)
-50
-30
-10
time(ms)mm
screw at User Queen's screw at user Labein
501 1001
Results between Labein & QUB: Forces
• Collision force magnitude
after a dependent collision
User Queen's (screw): collision force magnitude (Dependent Collision)
0,0
0,2
0,4
0,6
0,8
1,0
1 11 21 31 41 51 61 71 81 91time (ms)
Newton averaged force
Results between Labein & QUB: Forces
• Force magnitudes
during a remote assembly
User Queen's (screw): assembly force magnitude
0
0,3
0,6
0,9
1 401 801 1201 1601 2001 2401 2801 3201
time (ms)
Newton insertion
Results between Labein & QUB: Conclusions
• With the consistency-maintenance scheme in CHAS, users
had a realistic sensation of the VE and the performance was
satisfactory.
• CHAS provided an adequate haptic interaction when both
users perform remote assemblies or dependent collisions.
• Such haptic feedback showed that the sense of co-presence
between the users continue to improve, with regard to only
visual feedback.
THE END
QUESTIONS ?
THANK YOU VERY MUCH !
MUCHAS GRACIAS !
ESKERRIK ASKO !
DONOSTIA-SAN SEBASTIAN