The Experts below are selected from a list of 105 Experts worldwide ranked by ideXlab platform
James J. Troy - One of the best experts on this subject based on the ideXlab platform.
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Voxel-Based 6-DOF Haptic Rendering Improvements
2006Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. Troy, Boeing PhantomAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
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SIGGRAPH Courses - Advances in voxel-based 6-DOF haptic rendering
ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05, 2005Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. TroyAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
William A. Mcneely - One of the best experts on this subject based on the ideXlab platform.
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Voxel-Based 6-DOF Haptic Rendering Improvements
2006Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. Troy, Boeing PhantomAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
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SIGGRAPH Courses - Advances in voxel-based 6-DOF haptic rendering
ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05, 2005Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. TroyAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
Boeing Phantom - One of the best experts on this subject based on the ideXlab platform.
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Voxel-Based 6-DOF Haptic Rendering Improvements
2006Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. Troy, Boeing PhantomAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
Kevin Puterbaugh - One of the best experts on this subject based on the ideXlab platform.
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Voxel-Based 6-DOF Haptic Rendering Improvements
2006Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. Troy, Boeing PhantomAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
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SIGGRAPH Courses - Advances in voxel-based 6-DOF haptic rendering
ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05, 2005Co-Authors: William A. Mcneely, Kevin Puterbaugh, James J. TroyAbstract:An approach is presented for realizing an order-of-magnitude improvement in spatial accuracy for voxel-based 6-DOF haptics. It trades constant-time performance for greater spatial accuracy. This helps to make 6-DOF haptics applicable to extraordinarily complex real-world task simulations, which often admit no other known solution short of Physical Mockup. A reduction of haptic fidelity is tactically incurred but simultaneously mitigated by augmenting standard voxel-sampling methodology with distance fields, temporal coherence, and culling of redundant polyhedral surface interactions. This is applied to large-scale haptic scenarios involving multiple moving objects and to collaborative virtual environments.
Bertrand Zago - One of the best experts on this subject based on the ideXlab platform.
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Application of virtual reality tools for assembly of WEST components: Comparison between simulations and Physical Mockups
Fusion Engineering and Design, 2015Co-Authors: Arnaud Pilia, Jean Claude Hatchressian, Laurent Gargiulo, Delphine Keller, Roland Le, Sven Poli, L. Doceul, Cyril Brun, Bertrand ZagoAbstract:The WEST project (Tungsten (W) Environment in Steady state Tokamak) is an upgrade of the existing fusion machine, Tore Supra. The goal is to equip the tokamak with a fully cooled tungsten divertor and to transform the machine in a test platform open to all ITER partners. The main assembly challenge of this project consists of an implementation of two magnet systems, called divertors, with an accuracy of 1 mm. Indeed, each divertor has about 4 m as diameter and has a heavy weight of 10 tons; also it introduces piece by piece in the original vessel through tight ports then assembled inside. To ensure a perfect fitting between these new components and a very constrained environment, it is necessary to use the latest CAD technologies available. Beyond conventional CAD tools, the virtual reality (VR) room of the institute provides several useful tools. Thanks to the 185??? stereoscopic 3D screen and a force feedback arm linked to clash detection software developed by the CEA LIST, a new way to carry out design and assembly studies was performed. In order to improve VR results, metrology data (3D scan) enhance simulations. Therefore, it becomes possible to be aware of the real size of a component and future difficulties in assembling it. At last, performance of such simulations is evaluated and compared to Physical Mockup in order to bring enhancement to the VR tools, before to be compared to the real operations on Tore Supra. The aim is to build a design tool that helps the designer since early stage of the design of complex systems, taking into consideration integration, assembly and maintenance aspects while reducing costs and schedule of a project.