Haptic Mipmap Texture Selection for Stable Feedback Rendering
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Solution Overview
Problem
Existing haptic rendering technologies struggle to provide a satisfying and reliable rendering of haptic effects due to issues with tracking rates and user interaction speeds, leading to uncanny rendering scenarios.
Innovation Solution
The implementation of haptic mipmaps, which comprise a plurality of haptic textures, allows for selecting an appropriate texture based on the user's interaction speed and tracking rate, ensuring a consistent and realistic haptic feedback.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a single haptic texture is used for rendering, then the device complexity is reduced, but the reliability of haptic effect rendering deteriorates when user interaction speed or tracking rate varies
Solution Approach 1:
The patent divides the single haptic texture into multiple texture levels (high resolution and low resolution versions) organized in a mipmap structure. Each texture level is associated with specific interaction speed ranges and tracking rate requirements, allowing the system to segment the rendering task based on operational conditions rather than using a single universal texture.
Solution Approach 2:
The patent implements dynamic texture selection where the system automatically chooses between different texture levels based on real-time monitoring of user interaction speed and device tracking rate. The texture selection is not static but adapts dynamically to changing operational conditions, ensuring optimal rendering reliability under varying performance constraints.
2Manufacturing precision
If high resolution haptic texture is always used, then the manufacturing precision of haptic feedback is improved, but the productivity of rendering deteriorates due to computational overhead
Solution Approach 1:
The patent changes the resolution parameter of the haptic texture based on operational requirements. Instead of using a fixed high-resolution texture, the system adjusts the texture resolution parameter dynamically - using high resolution when interaction speed is low and tracking rate is high, and switching to low resolution when interaction speed is high and tracking rate is limited, thus optimizing the balance between precision and rendering performance.
Solution Approach 2:
The patent applies partial resolution - using high resolution only when necessary (for slow interactions) and low resolution when sufficient (for fast interactions). This avoids the excessive computational cost of always using high resolution while maintaining precision where it matters most, implementing a form of action proportional to actual needs rather than maximum capability.
Data Source
AI summary
A data structure for an immersive scene description comprises information representative of a haptic effect based on a haptic mipmap comprising a plurality of haptic textures. At rendering, one haptic texture is selected from the plurality of haptic textures at least based on the speed of the user interaction: when the user interacts at a slow speed, a texture with fine details is selected to render the haptic feedback and when the user interaction is faster a texture with less details is selected. The haptic texture may also be selected based on the tracking rate of the rendering device. This selection of haptic texture can ensure a satisfying rendering of the haptic effect.


