Synchronized Haptic and Sonic Feedback for Textured Virtual Objects

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Solution Overview

Problem

Existing virtual reality technologies face challenges in generating realistic haptic and sonic feedback for textured materials in interactive environments, as methods like modal synthesis require offline vibration models and excitation force profiles, making real-time synthesis and consistent feedback unwieldy.

Innovation Solution

A method that synthesizes vibrotactile haptic and sound feedback by modeling sliding contact dynamics at a microscopic level, using Hertz contact theory to estimate contact force profiles, and rendering feedback through actuators, allowing for real-time generation of synchronized auditory and haptic feedback based on virtual object geometry and material descriptions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If modal synthesis is used to generate realistic sounds from contact events, then auditory feedback quality is improved, but device complexity increases due to requiring accurate vibration models created offline and excitation force profiles

Engineering Contradiction:
Improveauditory feedback qualityVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent creates a virtual copy of the physical object's vibration characteristics through modal synthesis. Instead of requiring complex physical measurement equipment, the system synthesizes a virtual model that replicates the object's acoustic response to contact events, thereby improving auditory feedback quality while avoiding the complexity of physical measurement systems

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The vibration model is created offline in advance before the interactive session. This preliminary action separates the complex model creation process from the real-time interaction, allowing the system to use pre-computed modal parameters during runtime, thus improving auditory feedback quality without adding real-time computational complexity

Inventive Principle:
Principle #10Preliminary action

2Ease of manufacture

If recorded audio and haptics are used for triggered replay, then implementation simplicity is improved, but adaptability deteriorates as it becomes unwieldy for every possible type of interaction

Engineering Contradiction:
Improveimplementation simplicityVSAvoidinteraction coverage
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system uses material properties (density, elasticity, damping) and geometric parameters to dynamically generate appropriate audio and haptic responses for different interactions. By changing these parameters based on the virtual object's characteristics and the type of contact event, the system achieves both simplicity through parameterized models and versatility through adaptive response generation

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The virtual objects provide their own interaction feedback automatically based on their defined material and geometric properties. When a contact event occurs, the system self-generates appropriate audio and haptic responses using the object's inherent parameters, eliminating the need for manual recording and triggering for each interaction type

Inventive Principle:
Principle #25Self-service

3Reliability

If haptic feedback is rendered through actuators based on contact simulation, then haptic realism is improved, but synchronization difficulty with audio increases

Engineering Contradiction:
Improvehaptic realismVSAvoidsynchronization delay
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent merges the audio synthesis and haptic rendering processes by using the same excitation force profile and vibration model for both modal synthesis (audio) and haptic actuator control. This unified approach ensures that audio and haptic feedback are naturally synchronized since they both respond to the same physical contact events and object properties

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system maintains continuous real-time simulation of contact dynamics, continuously updating both audio and haptic outputs based on the ongoing interaction. This continuous action ensures that both feedback channels remain synchronized with the current state of the virtual object without interruption or delay

Inventive Principle:
Principle #20Continuity of useful action

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables realistic and immersive haptic and audio feedback for interactions with textured virtual objects, reducing the need for extensive content authoring and providing consistent sensory experiences in virtual environments.

Implementation Method 1

Some embodiments use Hertz contact theory to estimate a contact force profile (e.g., duration, peak force) of an impact and thereby generates realistic sounds for contact between different materials.

Methodology Applied
Scientific EffectHertz contact theory:

Implementation Method 2

contact simulation to generate haptic feedback, signals for vibrotactile actuators

Methodology Applied
Scientific EffectVibration: Vibration

Data Source

PatentUS11644892B2Synthesizing haptic and sonic feedback for textured materials in interactive virtual environments
Publication Date: 2023.05.09 META PLATFORMS TECHNOLOGIES LLC
  • US11644892B2 patent drawing
  • US11644892B2 patent drawing
  • US11644892B2 patent drawing

AI summary

A method generates synchronized auditory and haptic feedback for artificial-reality environments. The method includes performing a simulation of a user interaction with a virtual object in an artificial-reality environment. The user interaction (i) traverses a surface of the virtual object (e.g., running a finger over a textured surface), and (ii) includes a set of contact events (e.g., a sparse set of events). The method also includes estimating a trajectory of the user interaction with the virtual object based on the set of contact events. The method also includes determining a surface profile associated with the surface of the virtual object, generating an excitation force profile according to (i) the estimated trajectory and (ii) the surface profile, and rendering, based on the excitation force profile, audio and synchronized haptic feedback for the user interaction.