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Course Projects CPSC 599.86 / 601.86 Sonny Chan University of - PowerPoint PPT Presentation

Course Projects CPSC 599.86 / 601.86 Sonny Chan University of Calgary Course Project Requirements Final project is worth 40% (40 points) Project proposal: March 14 - 5 points - Project milestone/presentation: March 28 - 5 points -


  1. Course Projects CPSC 599.86 / 601.86 Sonny Chan University of Calgary

  2. Course Project Requirements • Final project is worth 40% (40 points) Project proposal: March 14 - 5 points - Project milestone/presentation: March 28 - 5 points - Project demonstration & showcase: April 11 - 30 points - • Complete in groups of one or two students

  3. Project Proposal • Five minute presentation in class 1 to 4 slides is appropriate and adequate - include pictures, diagrams, references - • Should give the instructor an idea of what you intend to accomplish you will receive feedback with respect to suitability and scope - • Submit one proposal per project team on D2L site slides received will be pre-loaded for March 14 class - optionally submit written proposal if desired -

  4. Project Milestone • In-class presentation on March 28 approximately 4 minutes - remind audience of your project goals - pictures or video of intermediate results - • Fundamental aspects of your project should be in place and working • Helps us to detect problems before the deadline and helps you with unanticipated challenges

  5. Project Showcase • April 11th (Tues), 1:00 PM - joining the CPSC project showcase - MacEwan Ballroom • Distinguished guests - experience and evaluate your project - invite your friends! • Submit one page abstract - no comprehensive report!

  6. COMPUTER SCIENCE SHOWCASE 2018 • Tuesday, April 10, 1:00 – 4:00 p.m. • MacEwan Ballroom, 3 rd Floor, MacEwan Student Centre • Open to all undergraduate, graduate, and CMD students and research labs to showcase their projects • Register by filling out the online form (link also on the CPSC website) at: https://goo.gl/forms/bSDfL0McVImpgGwk2 • Registration deadline: Friday, March 30, 4:00 p.m.

  7. COMPUTER SCIENCE SHOWCASE 2018 • 72 booths are available. Each has a: • Table (shared with a 2 nd project) • Poster board (shared with a 2 nd project) • AC electrical outlet • Wi-Fi is available in the facility • You must bring your own desktop or laptop computer and display unit, plus any other equipment needed • The department can print posters, if needed • Deadline for printing: April 3, 4:00 p.m. • Additional information is provided on the registration form

  8. Course Project Ideas • Video game, simulation, or advanced algorithm/technique physics/dynamics simulations - collaborative or competitive networked haptics - rich haptic environments - • Let’s see some examples!

  9. Haptic Ha ic Ar Archery Ha Haptic ic C Cle leanin ing Wanxi Liu Tianye Lu & Nishith Khandwala & Mohammad Khalil Introduction Introduction This project is an attempt to simu- Haptic devices and chai3d have late a bow and arrow game with a opened the door to many different haptic interface. For the purposes haptic simulations. In order to high- of this project, we have graphically light the range of this pairing, we and haptically rendered the game- decided to implement a haptic play, allowing the player to shoot at cleaning simulation. The goal was a virtual target with a virtual bow to simulate the contact between and arrow. We created this game cleaning tools and surfaces with with the hope to enable the user to different textures. The project ex- accurately aim at a target and feel plores haptic rendering for surface- the stretching of the bow string. surface interaction as well as en- The game is played using two fal- hancing haptic experience with the con (haptic) devices placed in a help of graphics and other illusions. line, one behind the other. The For our implementation, we utilized front device controls the position of the built-in tools in chai3d, made the bow and allows the player to some modifications to existing li- the bow, and two angle springs for Hitting the target is determined by toggle the camera view. The device braries, and implemented a fully the upper and the lower limbs. simple geometry. on the back simulates the bow- functioning cloth simulation. and internal forces for each mass In addition, we wanted to distin- When player pulls the handle of the Results string. It also controls the orienta- point are summed up and the posi- guish the haptic feedback between Falcon device, the relative Methods tion of the bow. tion of the mass point gets updat- wiping over a clean surface and After incorporating the gameplay displacement is calculated and The figure below shows our model As in any bow and arrow game, the ed. For force feedback, we aver- wiping over a dirty surface. In order mapped to an output force that described in the introduction and score increments when the player for cloth simulation. The model ex- aged the contact forces at sample to do this, we implemented a map- represents the force created by the the implementation strategy laid out manages to hit the target. The tends the simple mass-spring de- haptic points on the cloth, and ren- ping similar to a texture map. We bow. The force multiplied by a in the method section, we were player has a five chances to hit the formable object model by adding dered it to the haptic device. update this friction map dynamical- able to successfully simulate a bow scaled-down factor is then applied target before he or she loses. shear springs and bending springs, ly as the surface gets cleaned up. to the nodes at the nocking point. and arrow game. in order to achieve a rigidly de- Graphics is important in the project, This allowed us to have linearly By calculating the dynamics of the The game engine also obeys the Methods formable effect close to a piece of as it is an essential part of the hap- varying friction over clean points five nodes and four spring system, laws of physics, including those To realize archery game in a real cloth. Each mass in the model is tic experience. Each object has two and dirty points, thus simulating a the graphical bow can be bent that govern gravity, string and and stable way, we used different also a haptic point that fully inter- textures, one for clean and one for more greasy feedback over dirty spring extension and rotation, accordingly. models for the bow for haptics and acts with the virtual world. dirty. As the haptic points on the surfaces than clean surfaces. Tuning the parameters (mass and thereby enhancing the user’s expe- graphics. The haptics force cloth get into contact with the sur- damping of nodes, elongation and rience. Results generated by the bow is modeled A cClothTool class extends cHap- face, the texture for display is modi- flexion of springs, etc.) can be The player starts by adjusting the as a simple linear spring force, as ticTool by embedding a cloth ob- fied as a blend between the two The final product achieves the position and the orientation of the tricky. For the bow to stretch ject. The cloth is controlled by an textures. We use a factor depend- goals we set out to complete. Visu- proportional to the force the player bow, pulling the nearer haptic han- additional set of springs attached ally, it is clear that the cloth tool ing on the magnitude of contact creates, the damping of the system dle to extend the bow string. While between a sample of the mass force as well as the time of contact brushes over the dirty surface and should be big enough. To simulate the bow string is being the points and the device position. At to model the blending of textures. reveals the clean surface. Our mul- actual bow reaction when player stretched, the front haptic device each time step, the external forces tiple scenes demonstrate the feels also exerts a force to simulate hold- releases the bow, the damping of of different textures, in addition to a ing a bow uptight. the system should be small subtle haptic feedback difference of enough. The way we chose to meet Finally, we were also able to inte- clean and dirty surfaces through these two requirements is to grate the graphics with haptics varying friction. The cloth tool model. This ensured that the 3D change damping at the time the achieves a satisfactory haptic ren- user grabs or releases the bow. models for the bow and arrow mod- dering rate with 8 by 8 points con- This method creates a very nice ified accordingly. shown in above image. Graphically trolling the dynamic simulation of The contribution of all these factors and realistic simulation. the bow is modeled using the cloth while detecting collisions with The arrow follows a 3D projectile makes the gameplay haptically re- sphere-link deformable object the plane. motion, with orientation consistent alistic. model with five spheres (nodes), with the direction of its velocity. two linear springs on the string of CS277: Experimental Haptics – Stanford University 30 May 2014 CS277: Experimental Haptics – Stanford University 30 May 2014

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